American Leads. 



CARDS AT 
HEAD OF SUIT. 



NUMBER OF CARDS IN SUIT. 



A. K. Q. J 

A.K.Q 

A. K. (plain) . 

A. K. (trumps) 

A. Q. J. 10 

A. Q. J 

A. (plain) 

A. (trumps) 

K. Q. J. 10 

K.Q.J 

K. Q. (plain) 

K. Q. 10. (trumps). . 

K. Q. (trumps) 

K 

Q. J. 10 

Q- J 

Q 

J. 10. 9. 8. (trumps) 
J. 10. 9. (trumps). . . 
All other cards 



K-Q. 
K-A. 
K-A. 



A-Q. 
A. (i) 
A. 



K-Q. 
K-Q. 
K-Q. 
K-Q. 

K. (i) 
Q-J. 
Q-J. 
Q. (M 



J-10. 
Best. 



K-J. 

K-Q. 

K-A. 

4th. 

A-10. 

A-Q. 

4th-A. 

4th -A. 

K-10. 

K-J. 

K. (2) 

K. (2) 

4th. 

4th. 

10-Q. 

4th. 

4th. 

J-8. 

J-10. 

4th. 



J-A. 

Q-A. 

A-K. 

4th. 

A-J. 

A-J. 

A-5th. 

4th-A. 

J-K. 

J-K. 

Q. ( 3 ) 

Q. ( 3 ) 

4th. 

4th. 

10- J. 

4th. 

4th. 

J-9. 

J-9. 

4th. 



J-K. 


J-Q. 


Q-K. 


** 


* 




4th. 


A-K. 


* 


* 


* 


* 


* 


* 


4th-A. 


A-5th. 


J-Q. 


** 


J-Q. 


** 


* 


* 



Q. ( 3 ) 

4th. 



Q. (3) 
Q. (») 



* Lead as in a five-card suit. 
** Lead as in a six-card suit. 

(!) If partner has not shown strength in suit, lead lowest. 

(2) If K wins, follow with 4th. 

( 3 ) If Q wins, follow with 5th. 

PUBLISHED BY 

The United States Playing Card Company, 

CINCINNATI, U. S. A. 



Br- 
Whist 



AND 



Duplicate Whist 



It s 

TENTH EDITION. 



The United States Playing Card Company, 
cincinnati, u. s. a. 



4429 

Copyrighted, 1897, by 
The United States Playing Card Company,* 
cincinnati, u. s. a. 



INDEX. 



Page. 



Whist 5 

The Laws of Whist n 

Duplicate Whist 17 

Progressive, or Compass Whist 23 

The Laws of Duplicate Whist 38 

Single Table, or Mnemonic Duplicate 41 

Solo Whist 41 

Mort (Dead Whist— French Dummy) 44 

Cayenne Whist (Manteuffel) 46 

Dummy Whist 49 

Double Dummy Whist 50 

Bridge Whist 50 

Humbug Whist 53 

Three-Handed Whist 54 

Thirteen and the Odd (Two-Handed Whist) 54 



Whist. 



The game of Whist is played with a full pack of fifty- 
two cards, by four players, as partners. Deal the cards 
around to the left, one at a time, until all are dealt, 
turning up the last card for trump. This trump card 
remains exposed on the table until it is the dealer's turn to 
play to the first trick, when he may take it into his hand. 

The player at the dealer's left leads, and the following 
of suit is obligatory. Where no suit is held, the trick 
may be trumped, or a card of any other suit may be 
thrown on it. The highest trump played, or, if no trumps 
are played, the highest card of the suit led, wins the trick. 
The winner leads for the next trjck. 

The first six tricks taken in are called a " book," and 
count nothing. Each trick over six counts one point for 
game. The tricks are kept separate as they are taken in, 
and when the book (six tricks) is complete, it is gathered 
together and laid to one side. 

Seven points are game. 

Scoring. — The penalty for a revoke (see Laws) takes 
precedence over all other scores. Tricks score next and 
honors last. 

Honors.*— If it is desired by the players, the following 
points may be scored for Honors — the Honors being the 
Ace, King, Queen and Jack of trumps : 

If a player and his partner, either separately or in their combined 
hands, hold : 

I. The four Honors, score four points. 

II. Any three Honors, score two points. 
Less than three Honors score nothing-. 

Players who at the beginning of the hand need only 
one point to score out can not score for Honors, but must 
win the odd trick to score out. 

The odd trick is the seventh trick taken in— the trick taken after the 
book has been completed. 

Honors must be claimed and scored before the trump 
card is turned for the next deal, or not at all. 

The Rubber.*— The Rubber is the best two out of 
three games. If one side wins the first two games, the 
third is not played. Where the game is played for stakes, 
the winners of the rubber add two points to their score. 

*The practice of scoring- for Honors, Rubber points, arrd singles, 
doubles and trebles is obsolete in America. They are given here for the 
benefit of those who still adhere to the old English custom. 



6 



Whist. 



Should the third hand have been played to decide the 
rubber, the net winnings are computed by subtracting the 
score of the losers from the entire score of the winners 
for the two hands they won, with two points for the rubber 
added. 

Singles, Doubles and Trebles.*— The winners 
score, in addition to all other points made : 

I. A treble (3 points), when adversaries have failed to score. 

II. A double (2 points'), when adversaries have scored one or two. 

III. A single (1 point), when adversaries have scored three or four. 



Whist. 



By FISHER AMES, Author of "A Practical Guide to Whist," 
"American Leads at Whist," " The Ames 
Whist Lesson Cards," etc. 



Principles and Theory.— Whist is the best of all 
card games, combining chance and skill in very pleasing 
proportions. It is played by four persons — two as part- 
ners against the other two. The object of the game is to 
take as many tricks as possible. All must follow suit 
when they can. The cards take according to their rank, 
in the following order : Ace, King, Queen, Knave (or 
Jack), Ten, etc., down to the Two. The trump suit is 
the most effective, as any trump will take any card of a 
plain suit. Tricks are won by high cards, by trumps, 
and by the remaining, or "long," cards of a plain suit, of 
which the other players have none. This is called the 
establishment and bringing-in of a suit. As it is about 
the only method which can be planned for from the out- 
set of the hand, every hand is or should be opened on 
that theory. Subsequent developments may, however, 
require a change of plan. Another reason for opening 
the hand with the long suit is to inform partner. The 
combination of partners' hands is the basis of all play, 
it being more important to inform partner than to deceive 
the adversaries. This depends absolutely on a knowledge 
and following of the rules for play. 

The Lead. — Lead, first, from your longest, or best 
long, suit. Lead trumps from five or more, or from four, 
with the command of two plain suits. 



*The practice of scoring for Honors, Rubber points, and singles, 
doubles and trebles is obsolete in America. They are given here for the 
benefit of those who still adhere to the old English custom. 



Whist. 



1 



High cards are led to win the trick, or force out higher 
and promote the rank of other high cards in hand. Low 
cards are lead (fourth best) when it is desirable to reserve 
high cards in hand until later. The lead of a high card 
from strength shows the character and generally the num- 
ber of the suit led from. Thus, Ace shows at least five 
in suit, unless followed by Queen. King shows Ace, or 
Queen, and a suit of four, at most. Queen shows King, 
or Knave and Ten, and generally a suit of five or more. 
Knave shows King and Queen, and a suit of five, at least. 
The second lead of a high card gives further information 
as to number and character of suit. When a low card is 
led on an original lead from a long suit, it is always the 
fourth best. The following table gives the correct first 
and second leads of high cards from a long suit: 

High Card Leads in Detail. 



FROM 


LEAP 


THEN 


A K Q J & 3 or more lower, 


J 


Q 


A K Q J & 2 lower, 


J 


K 


A K Q J & 1 lower, 


J 


A 


A K Q J, 


K 


J 


A K Q <fc 3 or more low, 


Q 


K 


A K Q & 2 low, 


Q 


A 


A K Q & 1 low, 


K 


Q 


*A K & 3 or more lower than Q, 


A 


K 


*A K & 2 lower than Q, 


K 


A 


A Q J & 2 or more lower, 


A 


J 


A Q J 10, 


A 


10 


A Q J & 1 lower than 10, 


A 


Q 


*A & 4 or more low, 


A 


4th 


K Q J & 3 or more lower, 


T 


Q 


K Q J & 2 lower, 


J 


K 


K Q J 10. 


K 


10 


K Q J & 1 low, 


K 


J 


K Q 10 & 2 or more lower, 


Q 


Kt 


*K Q 10 & 1 lower, 


K 


Qt 


*K Q & 2 or more low, . 


Q 


Kf 



(10; if 10 wins, lead lowest. 
K J 10 &c. ] If Q or A & Q fall, lead 10 from 

( 5 or more, K from 4. 
Q J 10 9, Q 9 

Q J 10 & low, | Q ^ en 4 10 from 5 or more > J 



* In trumps, lead 4th best, unless with 7 trumps. 

tlf A falls. If K wins, lead original 4th best ; if Q wins, lead original 
5th best. 

From all other long suits, lead, first, the fourth best 
held of it. 

The second leads of high cards are governed by this 
principle. When, after leading a high card, you remain 
with two or more indifferent high cards (of equal value), 
lead the highest from a shorter, the lowest from^a longer 
suit. 



8 



Whist. 



When your only long suit is very weak, you may 
resort to a three-card-suit lead. The highest is usually led 
from three, except as shown below. 

FORCED LEADS. 



FROM LEAD 


THEN 


FROM 


LEAD 


THEN 


A K Q, K 


Q 


K Q J, 


K 


Q 


A K J, K 


A 


K Q & 1 low, 


K 


Q 


A K & 1 low, K 


A 


K J 10, 


10 


K 


A Q J, A 


Q 


K-& 2 low, 


lowest 




A Q & 1 low, lowest 




Q J 10. 


Q 


J 


A & 2 low, 




Q & 2 low, 


lowest 





From any other three cards, lead the highest. If you 
know the suit is your partner's, by his discard of it on 
opponents' lead of trumps, or their lead of other suits, 
lead the highest of any three. 

Secondary Leads. — Generally lead the winning 
card on the second round, if you have it. Do not change 
suit unless an opponent will trump ; even then, if he is 
strong in trumps, force him with it. If obliged to change, 
you can return partner's suit, lead to a strong, or up to a 
weak hand, or lead a singleton, if you have one; or you 
may open another suit. It is not usually necessary to 
lead from two cards until near the end of the hand. Then 
the rule is to lead the higher, unless it is clear that the 
situation requires the rule to be reversed. 

Before returning your partner's suit, lead your own, if 
you have a good one, unless you have but one card of his 
suit left and wish to trump it. Return the Ace of part- 
ner's suit, if you hold it ; otherwise, return the higher of 
two, the lowest of three or more cards of it left in your 
hand. Always return his trump lead, or lead to his trump 
call at the first opportunity. Lead from four trumps, if 
you or your partner have an established suit. Lead 
trumps from three or less, when the adversaries will 
establish a cross-ruff. Having the last trump but one, 
and the best, draw the other from an adversary, if you 
or partner can bring in an established suit ; otherwise, 
force it out and clear the suit. 

Force partner if he is weak in trumps, or the adver- 
saries are strong, or you can get a cross-ruff. Force an 
adversary who has shown trump strength. 

Second Hand Play. — At second hand, generally 
play low on a low card led. But, having a combination of 
high cards from which you should lead one, the same 
principle requires the play of one of them at second hand. 
When a high card is lead, you cover, if you have a four- 



Whist. 



9 



chette (the cards next above and below that led), or when 
a fourth best led shows that you hold the cards interme- 
diate between those which the leader must hold. 

FROM PLAY 

A & low, A on an honor led. 

A K Q J, 
A K Q, 
A K, 

A Q J 10, 

A Q J I Play the lowest of the cards in 
K Q J 10 ) quence, whether you hold low card9 

KQJ, ' ' or not - 

K Q, 
Q J 10 9, 
Q J 10, 

K & 1 low, K in trumps, low in plain suits. 
K & 1 low, K on 8 or 9 led. 
Q J & 1 low, J. 
J 10 & 1 low, 10. 
J 9 &c, J on 10 led. 

10 8 &c, 10 on 9 led. 

In all other cases, play the lowest, unless calling for 
trumps. 

In trumps you should be more saving of high cards, 
and with two honors and two low cards you should 
generally play low at second hand. 

If strong enough in trumps to lead them, it is generally 
right to signal or call for trumps by playing a higher before 
a lower card unnecessarily; as, having a three and a two in 
a plain suit, play the three first and then the two. If part- 
ner calls for trumps, and you hold four trumps, you should 
signal also in the same way. This is called the echo. 

If strong in trumps, do not trump a doubtful trick at 
second hand ; but, if weak in trumps, trump freely. If a 
winning card is led, and you have four trumps, it is well 
to pass if you also have a strong hand in the plain suits; 
but not if the winning card will be followed by other 
winners of the same suit. With very great strength in 
trumps (six or more), trump in and lead a trump. 

Third Hand Play.— At third hand, play high on a 
low card led ; make your best endeavor to take the trick, 
playing, of course, the lowest of high cards in sequence at 
the head of the cards held in the suit, for they are of 
equal value in your hand, and a trick should be taken as 
cheaply as possible. The only exceptions are : With A, 
Q, J and low, play the J; with A, Q and low, play Q. 
You also want to get the high cards of the suit out of 
your partner's way. 

If partner leads a high card you should generally pass 
it. Always pass his honor, and pass his Ten, except you 
hold Ace. 



10 



JVhtst. 



On the second round of a suit you may finesse, (trying 
to win with a lower card than the highest held) if the 
development of the suit and the indications as to the posi- 
tion of the cards justify it. But it is generally safer to 
play the winning card on the second round. 

Do not play a trump on partner's original lead of a 
high card. It is better to pass it and let the suit be 
cleared for him, unless you have an established cross-ruff. 
If partner's original lead is evidently from a weak suit, a 
deep finesse is justifiable. 

Unblocking. — On partner's original lead of a card 
indicating five or more in suit, as A, Q, or J, you, holding 
four exactly in the suit, should play your third best, and 
retain until the last the lowest of the suit held by you, as 
otherwise you might block it and prevent his last card 
from making. Other cases will arise for unblocking, for 
which rules can not be given, but must depend upon close 
observation and shrewd play. When you see that your 
high card of partner's suit is going to take the third trick, 
for instance, and you have no way of giving him the lead, 
and it is evident that if your high card were out of the 
way he could make one more trick in the suit, you should 
throw your high card on his higher one, or get rid of it on 
a discard, if possible, to get out of his way. Too little 
attention is usually paid to this point. Get rid of the 
control of partner's suit. Keep that of opponents' and 
trumps as long as possible. 

Fourth Hand Play. — At fourth hand, play your 
lowest, unless the trick is against you ; in that case, take it, 
if you can, with the lowest available card for that purpose. 

The Discard. — Having none of the suit led, you must 
discard or trump. If weak in trumps, as before stated, 
trump a doubtful trick ; if strong, pass it. The first discard 
is important, as it gives information of the character of 
your hand. The general rule is: Discard, first, from your 
weakest suit, and, of course, the lowest card of it ; but, if 
opponents have shown a superiority in trumps, by leading 
or calling for them, your first discard should be from your 
best-protected suit. If it afterward appears that your 
partner has the superiority, the first discard should be 
from the weakest suit. Later discards are made accord- 
ing to the hand (keeping high cards guarded, if possible) 
when necessary. 

General Advice. —Watch the cards carefully, and 
notice what is played, and by whom. Good Whist 



The Laws of W 'hist. 



depends upon close observation and inference. Remember 
that your partner is equally interested with you, and do 
not play your own hand without regard to his. Team 
play is the essence of Whist. Do not stick to a plan 
formed at the outset of the hand, if it is clearly useless ; 
be ready to change your game to meet the conditions. 



The Laws of Whist. 



As Revised by the Third American Whist Congress, held at 
Chicago, June, 1893. 
(See also page 38.) 



1. The Game. — A game consists of seven points, 
each trick above six counting one. The value of the game 
is determined by deducting the losers' score from seven. 

2. Forming the Table. —Those first in the room 
have the preference. If, by reason of two or more arriving 
at the same time, more than four assemble, the prefer- 
ence among the iast comers is determined by cutting, a 
lower cut giving the preference over all cutting higher. A 
complete table consists of six ; the four having the prefer- 
ence play. Partners are determined by cutting — the 
highest two play against the lowest two ; the lowest deals, 
and has the choice of seats and cards. 

3. If two players cut intermediate cards of equal value, 
they cut again ; the lower of the new cut plays with the 
original lowest. 

4. If three players cut cards of equal value, they cut 
again. If the fourth has cut the highest card, the lowest 
two of the new cut are partners, and the lowest deals. If 
the fourth has cut the lowest card, he deals, and the 
highest two of the new cut are partners. 

5. At the end of a game, if there are more than four 
belonging to the table, a sufficient number of the players 
retire to admit those awaiting their turn to play. In de- 
termining which players remain in, those who have played 
a less number of consecutive games have the preference 
over all who have played a greater number ; between two 
or more who have played an equal number, the preference 
is determined by cutting, a lower cut giving the preference 
over all cutting higher. 

6. To entitle one to enter a table, he must declare his 
intention to do so before any one of the players has cut for 
the purpose of commencing a new game or of cutting out. 



12 



The Laws of IV hist. 



7. Cutting — In cutting, the Ace is the lowest card. 
All must cut from the same pack. If a player exposes 
more than one card, he must cut again. Drawing cards 
from the outspread pack may be resorted to in place of 
cutting. 

8. Shuffling. — Before every deal the cards must 
be shuffled. When two packs are used, the dealer's 
partner must collect and shuffle the cards for the ensuing 
deal, and place them at his right hand. In ail cases the 
dealer may shuffle last. 

9. The pack must not be shuffled during the play of 
a hand, nor so as to expose the face of any card. 

10. Cutting to the Dealer. — The dealer must 
present the pack to his right-hand adversary to be cut : 
the adversary must take a portion from the top of the 
pack and place it toward the dealer. At least four cards 
must be left in each packet; the dealer must reunite the 
packets by placing the one not removed in cutting upon 
the other. 

11. If, in cutting or reuniting the separate packets, 
a card is exposed, the pack must be reshuffled by the 
dealer and cut again. If there is any confusion of the 
cards, or doubt as to the place where the pack was 
separated, there must be a new cut. 

12. If the dealer reshuffles the pack after it has been 
properly cut, he loses his deal. 

13. Dealing. — When the pack has been properly 
cut and reunited, the dealer must distribute the cards, one 
at a time, to each player in regular rotation, beginning at 
his left. The last, which is the trump card, must be 
turned up before the dealer. At the end of the hand, or 
when the deal is lost, the deal passes to the player next to 
the dealer on his left, and so on to each in turn. 

14. There must be a new deal by the same dealer — 

I. If any card except the last is faced in the pack. 

II. If, during the deal, or during the play of the hand, the pack is proved 

incorrect or imperfect* but any prior score made with that pack 
shall stand. 

15. If, during the deal, a card is exposed, the side not 
in fault may demand a new deal, provided neither of that 
side has touched a card. If a new deal does not take place, 
the exposed card is not liable to be called, 

16. Any one dealing out of turn, or with his adver- 
saries' pack, may be stopped before the trump card is turned; 
after which the deal is valid, and the packs, if changed, so 
remain. 



The Laws of Whist. 13 

17. Misdealing.— It is a disdeal— 

I. If the dealer omits to have the pack cut, and his adversaries discover 
the error before the trump card is turned and before looking at any 
of their cards. 

II. If he deals a card incorrectly and fails to correct the error before deal- 
ing another. 

rill- If he counts the cards on the table or in the remainder of the pack. 
IV. If, having a perfect pack, he does not deal to each player the proper 

number of cards and the error is discovered before all have played 

to the first trick. 
; i V. If he looks at the trump card before the deal is completed. 
Ivi. If he places the trump card face downward upon his own or any other 

player's cards. 

A misdeal loses the deal unless during the deal either of 
the adversaries touches a card, or in any other manner 
interrupts the dealer. 

18. The Trump Card.— The dealer must leave the 
trump card face upward on the table until it is his turn to 
play to the first trick ; if it is left on the table until after 
the second trick has been turned and quitted, it is liable to 
be called. After it has been lawfully taken up it must not 
be named, and any player naming it is liable to have his 
highest or his lowest trump called by either adversary. A 
player may, however, ask what the trump suit is. 

19. Irregularities in the Hands. — If, at any 
time after all have played to the first trick (the pack being 
perfect), a player is found to have either more or less than 
his correct number of cards, and his adversaries have their 
right number, the latter, upon the discovery of such 
surplus or deficiency, may consult, and shall have the 
choice — 

t. To have a new deal ; or, 

11. To have the hand played out ; in which case the surplus or missing 
cards are not taken into account. 

If either of the adversaries also has more or less than 
his correct number, there must be a new deal. 

If any player has a surplus card by reason of an omis- 
sion to play to a trick, his adversaries can exercise the 
foregoing privilege only after he has played to the trick 
following the one in which the omission occured. 

20. Cards Liable to be Called.— The following 
cards are liable to be called by either adversary: 

I. Every card faced upon the table otherwise than in the regular course 

of play, but not including a card led out of turn. 

II. Every card thrown with the one led or played to the current trick. 

The player must indicate the one led or played. 

III. Every card so held by a player that his partner sees any portion of 

its face. 




14 



The Laws of Whist. 



IV. All the cards in a hand lowered or shown by a player so that hi 

partner sees more than one card of it. 

V. Every card named by the player holding- it. 

21. All cards liable to be called must be placed and lef 
face upward on the table. A player must lead or play fherr 
when they are called, providing he can do so withou^ 
revoking. The call may be repeated at each trick until thi 
card is played. A player can not be prevented from leadin 
or playing a card liable to be called ; if he can get rid of 
in the course of play, no penalty remains. 

22. If a player leads a card better than any his advei 
saries hold of the suit, and then leads one or more oth 
cards without waiting for his partner to play, the latti 
may be called upon by either advarsary to take the fir: 
trick, and the other cards thus improperly played are liabj 
to be called ; it makes no difference whether he plays the 
one after the other or throws them all on the table togeth 
After the first card is played the others are liable to 
called. 

23. A player having a card liable to be called must nj 
play another until the adversaries have stated whether 
not they wish to call the card liable to the penalty. If 
plays another card without awaiting the decision of 
adversaries, such other card also is liable to be called. 

24. Leading Out of Turn.— If any player le 
out of turn, a suit maybe called from him or his partner 
first time it is the turn of either of them to lead, 
penalty can be enforced only by the adversary on the ri 
of the player from whom a suit can rightfully be called. 

If a player so called on to lead a suit has none of it 
if all have played to the false lead, no penalty can j|( 
enforced. If all have not played to the trick, the ca; 
erroneously played to such false lead are not liable to be 
called, and must be taken back. 

25. Playing Out of Turn. — If the third hand 
plays before the second, the fourth hand may also play 
before the second. 

26. If the third hand has not played, and the fourth 
hand plays before the second, the latter may be called 
upon by the third hand to play his highest or lowest card 
of the suit led; or, if he has none, to trump or not to trump 
the trick. 

27. Abandoned Hands. — If all four players throw 
their cards on the table, face upward, no further play of 
that hand is permitted. The result of the hand, as then 



The Laws of Whist. 



15 



claimed or admitted, is established; provided, that if a 
revoke is discovered, the revoke penalty attaches. 

28. Revoking. — A revoke is a renounce in error not 
.corrected in time. A player renounces in error when, hold- 
ing one or more of the cards of the suit led, he plays a card 
rtof a different suit. 

A renounce in error may be corrected by the player* 
making it, before the trick in which it occurs has been 
turned and quitted, unless either he or his partner, whether 
[in his right turn or otherwise, has led or played to the 
following trick, or unless his partner has asked whether or 
not he has any of the suit renounced. 

29. If a player corrects his mistake in time to save a 
revoke, the card improperly played by him is liable to be 
.called. Any player or players who have played after him 
may withdraw their cards and substitute others ; the cards 
so withdrawn are not liable to be called. 

30. The penalty for revoking is the transfer of two 
tricks from the revoking side to their adversaries. It can 
be enforced for as many revokes as occur during the hand. 
The revoking side can not win the game in that hand. If 
both sides revoke, neither can win the game in that hand. 

31. The revoking player and his partner may require 
the hand in which the revoke has been made to be played 
out, and score all points made by them up to score of six. 

32. At the end of a hand, the claimants of a revoke 
may search all the tricks. If the tricks have been mixed, 
the claim may be urged and proved, if possible; but no 
proof is necessary and the revoke is established if, after it 
has been claimed, the accused player or his partner mixes 
the cards before they have been examined to the satisfac- 
_.jn of the adversaries. 

33. The revoke can be claimed at any time before the 
cards have been presented and cut for the following deal, 
but not thereafter. 

34. Miscellaneous. — Any one, during the play of a 
trick, and before the cards have been touched for the 
purpose of gathering them together, may demand that the 
players draw their cards. 

35. If any one, prior to his partner playing, calls 
attention in any manner to the trick or to the score, the 
adversary last to play to the trick may require the offender's 
partner to play his highest or lowest of the suit led; or, 
if he has none, to trump or not to trump the trick. 

36. If any player says, "I can win the rest," >' The 
rest are ours," "We have the game," or words to that 



i:6 



The Laws of Whist. 



effect, his partner's cards must be laid upon the table, and 
are liable to be called. 

37. When a trick has been turned and quitted, it must 
not again be seen until after the hand has been played. A 
violation of this law subjects the offender's side to the 
same penalty as in case of a lead out of turn. 

38. If a player is lawfully called upon to play the 
highest or lowest of a suit., or to trump or not to trump a 
trick, or to lead a suit, and unnecessarily fails to comply, 
he is liable to the same penalty as if he had revoked. 

39. In all cases where a penalty has been incurred, 
the offender must await the decision of the adversaries. 
If either of them, with or without his partner's consent, 
demands a penalty to which they are entitled, such 
decision is final. If the wrong adversary demands a 
penalty, or a wrong penalty is demanded, none can be 
enforced. 

Etiquette of Whist. — The following rules belong 
to the established code of Whist etiquette. They are 
formulated with a view to discourage and repress certain 
improprieties of conduct therein pointed out which are 
not reached by the laws. The courtesy which marks the 
intercourse of gentlemen will regulate other more obvious 
cases. 

I. No conversation should be indulged in during the play, except such 

as is allowed by the laws of the game. 

II. No player should, in any manner whatsoever, give any intimation 

as to the state of his hand or of the game, or of approval or 
disapproval of a play. 

III. No player should lead until the preceding trick is turned and 

quitted. 

IV. No player should, after having led a winning card, draw a card 

from his hand for another lead until his partner has played to 
the current trick. 

V. No player should play a card in any manner so as to call particular 
attention to it, nor should he demand that the cards be placed in 
order to attract the attention of his partner. 

VI. No player should purposely incur a penalty because he is willing to 

pay it; nor should he make a second revoke in order to conceal 
one previously made. 

VII. No player should take advantage of information imparted by his 

partner through a breach of etiquette. 

VIII. No player should object to referring a disputed question of fact to a 

by-stander who professes himself uninterested in the result of the 
game and able to decide the question. 
IX. By-standers should not in any manner call attention to or give 
any intimation concerning the play or the state of the game during 
the play of a hand. They should not look over the hand of a 
player without his permission, nor should they walk around the 
table to look at the different hands. 



Duplicate Whist. 

Duplicate Whist. 



17 



W WALTER H. BARNEY, Ex-President of the American Whist League. 

Duplicate Whist embodies the principles, maxims and 
:ules of the regular game of Whist, with the additional 
eature of preserving the identity of the hands, so that 
iter playing a series of deals, each side can exchange the 
lands as originally held by them with the other side, and 
eplay the same deals under the conditions originally given 
their adversaries. In this way, each side has in the end 
he same aggregate strength and advantage in cards and 
■ sition, and any difference in the result between the orig- 
jnal and the duplicate play will indicate the relative value 
)f the play of the respective sides. 

f The cards are originally dealt and played exactly as at 
he regular game of Whist, except that each player places 
lis cards, as he plays them, on the table in front of him, 
:&nd turns them face downward as each trick is completed, 
etaining them separate and not gathering them into tricks. 
As each succeeding card is turned, it should be placed so as 
j:jo overlap the card last previously played, thus retaining 
he cards in the exact order in which they were played, 
^he winners of the trick place their cards, as they turn 
hem, perpendicularly to the edge of the table nearest 
hem ; the losers, on the contrary, place their cards hori- 
ontally. Thus, the four cards of a trick all point in the 
ame direction and toward the winners. In Fig. 1, five 
iricks are shown as played; the first, second and fifth have 

been won by the North 
and South players, the 
third and fourth by the 
East and West. 

Note.— The older method 
or marking the tricks, by the 
winning side taking a coun- 
ter from a pile of thirteen 
placed on the table, is still in 
use, but is greatly inferior to 
the method here given, which 
is so satisfactory that many 
of the best players employ 
it when playing " Straight 
W T hist," in order to afford an 
opportunity of re-examining 
a hand after it has , been 
played. 



NORTH 





.SOUTH 



Fig. i. 



When the deal has been played, the four hands should 
ach be separately shuffled and put away in a proper 



li 



1 8 



Duplicate Whist. 



receptacle, carefully retaining the identity of the hands and 
the order and position in which they were held by the players. 
Another pack of cards is used for the next deal, which is 
played in precisely the same manner ; and so on until the 
agreed number of original deals have been played. The 
series is then overplayed, each side receiving the cards 
originally held by their adversaries. 

When the cards are replayed by the same four players. 
North and South receiving the hands originally held by 
East and West, and vice versa, the game is known as 
Memory Whist, or Mnemonic Duplicate, because 
of the opportunity afforded for remembering features of 
the original play. It is well to avoid this as much as 
possible, by replaying the deals in a different order from that 
in which they were originally played; also, by playing as 
many deals as practicable before the replay begins. When 
possible, it is a good plan to have the original play on one 
evening and the replay on another. In Mnemonic Dupli- 
cate, one suit should be declared trumps for the sitting, and 
no trump card should be turned lest it furnish a clue to some 
peculiarity of the hands. 

NOTE. — If an individual record is desired, each player may play one- 
third of the deals with each of the other three as a partner, South and 
East exchanging- seats after the first third, and South and West after the 
second third. On the replay, they should resume their original positions, 
and change after each third, as before. 

Duplicate Whist, properly so called, requires that 
eight or more players participate, so that the results of 
varying play can be obtained by comparison without requir- 
ing or permitting any player to overplay either hand of a 
deal previously played by him. 

A trump card should be turned and should be recorded 
on a slip of card-board before the play begins. This slip 
should be placed with the dealer's cards so as to indicate 
the proper trump for the replay. 



Duplicate Whist 

FOR TWO TABLES. 

Individual Matches for Eight Players. — Seat 
the players alphabetically, by lot or otherwise, as the first 
arrangement is immaterial. Play one or two deals, as is 
agreed ; then exchange the deals at the two tables, and 
replay them. Compare the aggregate North and South 
scores at one table with those made at the other ; score any 
deficiency against the players making it. Do the same 
with the East and West scores. Then change positions 



Duplicate Whist. 19 

- ccording to the following table, and proceed as before. 
-5 Continue the changes until each player has played with 
ach of the others as a partner. This, of course, requires 
. even arrangements. The movement of the players is the 
ame at each change. Either fourteen or twenty-eight 
eals are required, according to the number played in each 
"sound. The match is won by the player against whom 
lie least tricks are scored as lost. 

Table of Changes. 

Arranged by E. C. Howell. 

(4) North at Table 1 moves to East at Table 2. 

(1) East " - I " " West " " 2. 

(2) South " " 1 " " East " " 1. 
— West " " 1 does not move. 

(5) North " " 2 moves to North at Table 1. 

(3) East " " 2 " " South " " 1. 
5 d| (6) South " " 2 " " North " " 2. 
j j (7) West " " 2 " " South " " 2. 

It is a good plan to have a card fastened at the sides of the tables 
.howing the correct movement of the player : e. g., at North of Table 1 
. . lave a card reading " To East at Table 2 ; " at East of Table 2 have a 
' tard reading " To South at Table 1," etc. It will also assist, if the play- 
:?rs are numbered as indicated in parentheses at the left of the table, and 
;ach one is told to follow the number preceding him— 1 following 7, 2 
following 1, 3 following 2, etc. 

Four=Pair Match. — The original arrangement of 

-the pairs is immaterial. Number the players of the first 
pair i and 2, of the second, 3 and 4, of the third, 5 and 6, 
fond of the fourth, 7 and 8. Play two deals at each table, 
exchange and replay them. Exchange the North and 
South players from each table to the other. In exchanging, 

[ the North and South players from Table No. 2 take the 
same positions at Table No. 1 as previously occupied by 
them, while those from Table No. 1 take reversed positions 
at Table No. 2, i. e., North becomes South and South North'. 
The East and West players at Table No. 2 also exchange 
places with each other. With the players in their new 
positions, four new deals are played and replayed. These 
eight deals constitute the first pair of matches. 

The two North and South pairs (1 and 2, 3 and 4) are 
compared with each other, as are also the two East and 

jWest pairs (5 and 6, 7 and 8). The pairs having the 
higher aggregate score on this comparison score a match 

. won, and also the number of tricks made by them iri excess 
of those made by the pairs in comparison with them, thus 
keeping a double score, matches won, and tricks gained. 

I In case of a tie, each pair scores a half match. 

The North and South players at Table No. 1 now 
exchange positions with their East and West opponents. 



20 



Duplicate Whist. 



North becoming East, South IV est, East North, and IV est 
South; also, the North and South players at Table No. 2 
exchange positions with each other, the East and West 
players at that table retaining their positions. Eight more 
deals are played, and the score recorded as before. The 
players then exchange positions in the same manner as at 
the conclusion of the first eight deals, and play a third 
eight deals, recording in the same way. 

The pair having the highest match score wins ; in case 
of a tie in match scores, the pair having the higher trick 
score wins. 

Table of Changes. 





1st Table. 


2d Table. 


DEALS. 

1 to 4 

5 " 8 


N. S. E. w. 

12 5 6 
3 4 5 6 


X. S. E. W. COMPARISOXS. 

3 4 7 8|1 and 2 with 3 and 4 
2 1 8 7 1 5 " 6 7 " ' 8 


9 " 12 
13 " 16 


5 6 3 4 
12 3 4 


6 5 7 8 1 3 " 4 " 7 " 8 


17 " 20 
21 " 24 


3 4 12 
5 6 12 


5 6 7 8 1 " 2 7 " 8 
4 3 8 7 j 3 " 4 " 5 " 6 



Matches Between Two Teams of Four.— The 

players of one team are seated, North and South at Table 
No. i and East and West at Table No. 2 ; those of the other 
team East and West, at Table No. 1 and North and South at 
Table No. 2. The deals played at each table are replayed at 
the other. The North and South scores only are compared; 
the East and West scores are ignored, as they must, of 
necessity, be complimental to the North and South 
scores. 

It is preferable to interchange the players of each team, 
so that each will play one-third of the match with each of 
the others ; also, to exchange adversaries in the middle of 
that part of the match played by each combination. This 
is the plan adopted by the American Whist League for use 
in matches for its Challenge Trophy. 

League Matches.— These are always of forty-eight 
deals, played in two sessions of twenty-four deals each. 
Two deals are played at each table and then exchanged, 
and overplayed at the other table. The players of the 
challenged club then exchange tables, and four more deals 
are played and replayed, as before. At the end of these 
eight deals, partners are changed for another eight deals; 
after which comes another combination of partners for 
eight more deals, completing the session. At the second 
session, the players of the challenged team take exactly 



Duplicate Whist. 



21 



opposite positions to those occupied by them during the first 
session. At the end of each four deals, the scores are com- 
pared, and the gains and losses announced. In the table 
of changes given below, i, 2, 3 and 4 represent the players 
of the challenging club, while 5, 6, 7 and 8 stand for those 
of the challenged club. 

TABLE OF CHANGES FOR TROPHY MATCHES. 



. 

FIRST SESSION. SECOND SESSION. 





1st Table. 


2d Table. 






1 st Tab 


LE. 


2d Table. 


DEALS. 


n. s. E. w. 


X. S. E. w. 


DEALS. 


N. S. E. 


w. 


N. S. E. W. 


1 to 4 


12 5 6 


7 8 3 4 


25 


to 28 


12 6 


5 


8 7 3 4 


5 " 8 


12 7 8 


5 6 3 4 


29 


kt 32 


12 8 




6 5 3 4 


9 " 12 


13 7 5 


8 6 2 4 1 


33 


" 36 


13 5 




6 8 2 4 


13 " 16 


13 6 8 


7 5 2 4 1 


37 


" 40 


13 8 




5 7 2 4 


71 " 20 


14 5 8 


7 6 2 3 


41 


S 


14 8 




6 7 2 3 


21 " 24 


14 6 7 


5 8 2 3 1 


45 




1 4 7 


6 


8 5 2 3 



The foregoing is an absolutely perfect schedule, but 
requires too many deals for a match to be played out at a 
single sitting. A match of twenty-four deals is considered 
sufficient for an evening's play, and the first half of the 
Trophy Schedule is usually employed. This does not, 
however, equalize the relative positions of the players, and, 
for this reason, the plan used in the qualifying matches for 
the New England trophies is preferable. In this, each four 
deals are started with the odd-numbered deals at one table, 
and the even-numbered at the other, and the players of the 
challenging team exchange positions for the overplay. 



The New England Schedule, 

For Qualifying Matches— 24 Deals. 





FIRST 


TABLE. 






SECOND 


TABLE. 


DEALS. 


X. 


S. 


E. 


w. 


DEALS. 


N. S. 


E. 


w. 


1 and 3 


1 


2 


5 


6 - 1 


2 and 


4 


7 8 


3 


4 


2 ■ 4 


2 


1 


5 


! 


1 " 


3 


7 8 


4 


3 


5 " 7 


2 


1 


7 




6 " 


8 


5 6 


4 


3 


6 w 8 


1 


2 


7 


8 i 


5 " 


7 


5 6 


3 


4 


9 " 11 


1 


3 






i 10 " 


12 


8 6 




4 


10 " 12 


3 


1 


7 


i 


1 9 " 


11 


8 6 


4 


2 


13 " 15 


3 


1 


8 




j u - 


16 


5 7 


4 


9 


14 " 16 


1 


3 


8 


6 


13 " 


15 


5 7 




4 


17 " 19 


1 


4 


8 


5 


j 18 " 


20 


6 7 




3 


18 " 20 


4 


I 


8 


5 


17 « 


19 


6 7 


3 


2 


21 " 23 


4 


1 


6 


7 


1 22 " 


24 


8 5 


3 


2 


22 " 24 


1 


4 


6 


7 


| 21 " 


23 


8 5 


2 


3 



When it is desired to play thirty-six deals, the plan 
used in New England trophy matches is the best. The 
comparison between players is the same as in the preceding 
schedule; but, to equalize the deals, a different movement 
of the challenging players is required. 



22 



Duplicate W 'hist. 



The New England Schedule. 

For Trophy Matches — 36 Deals. 





FIRST 


TABLE. 




SECOND 


TABLE. 


DEALS. 


N. S. 


E. W. 


DEALS. 


N. 


s. 


E. 


\v. 


1, 2, 3 


1 2 


5 6 


4, 5, 6 


7 


8 


3 


4 


4, 5 ; 6 


2 1 


5 6 


1, 2, 3 


7 


8 


4 





7, 8, 9 


1 2 


7 8 


10, 11, 12 


5 


6 


3 


4 


10, 11, 12 


2 1 


7 8 


7, 8, 9 


5 


6 


4 




13, 14, 15 


3 1 


7 5 


16, L7, 18 


8 


6 


4 


2 


16, 17, 18 


1 3 


7 5 


13, 14, 15 


8 


6 


2 


4 


19, 20, 21 


3 1 


8 6 


22, 23, 24 


5 




4 


2 


22, 23, 24 


1 3 


8 6 


19, 20, 21 


5 




2 


4 


25, 26, 27 


1 4 


8 5 


28, 29, 30 


6 




2 


3 


28, 29, 30 


4 1 


8 5 


25, 26, 27 


6 


7 


3 


2 


31, 32, 33 


1 4 


6 7 


34, 35, 36 


8 


5 


2 


3 


34, 35, 36 


4 I 


6 7 


31, 32^ 33 


8 


5 


3 


2 



Individual Matches for More Than Eight Players. 



For Twelve Players. — Number the players and 
arrange them as indicated in the following table, and place 
one deal on each table ; play these three deals through at 
each table, and then change the positions of the players. 
Number 12 retains his seat; the others exchange in regular 
order, each player taking the position previously held 
by the next lower-numbered player. Proceed as before, 
changing seats after each three deals have been played, until 
each player has played with each of the others as a partner. 
Since this requires eleven arrangements, the match consists 
of thirty-three deals. 





FIRST 


ROUND. 


SECOND 


ROUND. 


POSITIONS. 


N. S. 




E. W. 


N. S. 


E. W. 


First Table 


12 1 




6 8 


12 2 


7 9 


Second Table 


2 9 




10 7 


3 10 


11 8 


Third Table 


4 3 




5 11 


5 4 


6 1 



The score is made up in a similar manner to that given 
for individual matches for eight players. 

For Sixteen Players. — As this match requires the 
play of sixty deals, it is of little practical use, unless it can 
be played in two sessions. The manner of changing posi- 
tions is the same as that given for the twelve-player match, 
except that Number 16 retains his seat, and Number 12 
moves like the others. The changes are made after each 
four deals are played. 





FIRST 


ROUND. 




SECOND 


ROUND. 


POSITIONS. 


N. S. 




E. 


w. 


N. S. 


E. W 


First Table 


16 1 






I 


16 2 


s 10 


Second Table 


15 12 




13 




1 13 


14 3 


Third Table 


6 11 




3 


10 


7 12 


4 11 


Fourth Table 


8 14 




4 


5 


9 15 


5 6 



Duplicate IV hist. 23 

Progressive, or Compass Whist, for Pairs. 



First Method— The John T. Mitchell System 

—Divide the players as nearly as possible according to 
'their ability, or draw by lot. Divide the deals to be played 
equally between the tables, fixing the number of deals at 
such a multiple of the number of tables as can conven- 
iently be played in the time at the disposal of the players. 
_ After the deals at each table have been played, move the 
[Ideals one table in one direction, the East and West players 
one table in the other. In the following diagram, the num- 
bers represent the players, the letters the deals, placed at 
jeach table : 

1 3 5 7 9 

First 1 r I f I f 



Arrangement. 



Second 
Arrangement, 



Arrangement. 



2 H 2 4 H 4 6 6 8 H 8 io 10 

1 3 5 7 9 

f 1 3 5 7 9 

lofTJlO 2[Tj2 4^Tj4 B^TJs 8[T]8 

1 1 3 5 7 9 

1 3 5 7 9 

JTja io[~d~jio 2JTJ2 *[a"|4 efTje 

1 3 5 7 9 

1 3 5 7 9 

6 6 8 H 8 io [i] 10 2 H 2 4 H 4 



Arrangement. 1 I 

1 3 5 7 9 

1 3 5 7 9 

Fifth J 1 j 1_ _r— f_ .1 1 |— 1 

Arrangement. 



4 H 4 6 6 8 H 8 io [i] 10 2 2 

1 3 5 7 9 



At the conclusion, it will be seen that each iNorth and 
South pair have played against each East and West 
pair, and vice versa; also, that each pair has played all 
the deals. 

The total of the North and South scores is obtained and 
divided by the number of tables, giving an average North 
and South score. Each North and South score is compared 
with this average. The same course is pursued with the 
East and West scores. 

Suppose, in the above example, four deals have been 



24 



Duplicate Whist. 



played at each table, or twenty in all, the final score 
would be made up as follows : 









RESULT. 






SCORES. 


SCORES. 




1.1. 

2.2. 


147 


117 


+ 2 
+2 




3.3. 


145 









4.4. 




112 


—3 




5.5. 
6.6. 


140 


119 


— 5 
+ 4 




7.7. 


151 




+6 




8.8. 




112 


—3 




9.9. 


141 




—4 




10.10. 




116 


+ 1 




Total 


724 


576 


+ 15—15 




Average 


145 


115 







Total score, 1300. 

This plan, as above described, is applicable only whiff 
the number of tables is odd. The number of deals mus 
be a multiple of the number of tables engaged. To adap 
the system to an even number of tables, various modifica 
tions have been employed. 

First Modification.— After playing half througr j 
the match, the East and West players skip one table, and 
finish the match at the same table at which they began 
Each East and West pair, consequently, misses one Nortr 1 
and South pair, and plays twice against another pair. 

Second Modification.— After the match is playec 
half through, the deals are moved once, while the East anc 
West players remain seated, and play again against the same 
North and South players, thereafter changing as before, bu' 
finishing without playing against the final pair of opponents 
The effect is the same as in the preceding plan. 

Third Modification.— Play once through by th( 
first plan ; then put out a new set of deals, and play through 
again, each East and West pair commencing on the seconc 
round at the table which they skipped on the first round. 
This plan requires twice as many trays as there are tables 
engaged. 

Fourth Modification.— Play once through by the 
second plan, put out a new set of deals and play through 
again. On the second round, the East and West players 
commence at the table next after the one at which they 
played twice. This plan also requires twice as many deals 
as tables. 

Fifth Modification.— Play once through by first 
plan, move East and West players one table, put out a 
new set of deals, and play through by the second plan. 
This requires twice as many deals as tables. 



Duplicate Whist. 



25 



Sixth Modification.— Play once through by sec- 
ond plan, move East and West players one table, put out 
a new set of deals, and play through by the first plan. 
Requires twice as many deals as tables. 

Seventh Modification.— Play two trays at each 
table, move the East and West players after each tray has 
been played, but do not move the deals until both have been 
played by the North and South players ; the East and West 
players move twice around the room. This requires twice 
as many deals as tables, and is not applicable to an even 
number of tables divisible by three without a remainder. 

Eighth Modification.— Place one deal on each 
table ; also, on two tables, equally distant from each other, 
either way of the circuit, place an additional set of trays, 
dividing it so as to add an odd number of trays to each of 
these two tables. The East and West players go twice 
around the circuit. As the deals are moved to the tables 
having the extra deals, great care must be taken to so 
place the new deal that it will not be played until all the 
deals previously on the table have been played. This will 
be more easily done if the deals are originally so arranged 
as to come in regular order, e. g. : Take the case of eight 
tables — at Table No. 1, put Deal 1; at Table No. 2, Deal 
2; at Table No. 3, Deal 3; at Table No. 4, Deals 4 and 5; 
at Table No. 5, Deal 6; at Table No. 6, Deal 7; at Table 
No. 7, Deal 8; and at Table No. 8, Deals 9, 10, 11, 12, 
13, 14, 15 and 16. If it is desired to play three sets of 
deals, the two extra sets can be divided between two equi- 
distant tables, e. g. : If it is desired to play twenty-four 
deals at eight tables, arrange the deals as given above, 
except that at Table No. 8 should be placed Deals 9 to 24, 
inclusive. By a similar arrangement, any larger number 
of deals can be provided for. Of course, the number 
must always be a multiple of the number of tables. 



Second Method— The Clay System.— Place two 
deals on each table. The East and West players move 
to the next table after each deal, carrying with them the 
deal which they have just played. The North and South 
pairs play the deals in regular order, the East and West 
in reverse order. This method is applicable to either an 
even or odd number of tables. 

MODIFICATIONS FOR MORE THAN TWO DEALS AT A TABJLE. 

First Modification.— When the number of deals 
at each table is even, play one-half of them, and then 



20 



Duplicate Whist. 



move players, carrying with them the trays which they 
have played. 

Second Modification.— When the number at each 
table is odd, play a portion of them ; then move, carrying 
the deals which have been played, play the deals left at 
next table, and proceed as before. This plan is all right 
for an odd number of tables, but with an even number is 
unequal as to adversaries. 

Third Modification.— Play one deal each time, pro- 
ceeding around the circuit of tables as many times as there 
are deals at each table. This plan is applicable only when 
the number of tables, and the number one less than the 
number of deals at each table, have no common divisor 
except one. 

Two Deals at a Table, good for any number of Tables. 
Three " " 44 " odd number of Tables. 

Four ' " number of Tables not 

divisible by three, i. e., 2, 4, 5, 7, 8, 10, 11, 13, etc. 
Five Deals at a Table, good for any odd number of Tables. 
Six " " " " number of Tables not 

divisible by five, i. e., 2, 3, 4, 6, 7, 8, etc. 
Seven Deals at a Table, good for any number of Tables not 

divisible by two or three. 
Eight Deals at a Table, good for any number of Tables rot 

divisible by seven. 

At Each Table. 
At 2 Tables, can be Plaved-2, 4, 6, 8, 10. 12, 14. 16, 18 Deals. 
" 3 2, 3, 5, 6, 8, 9, 11, 12 

" 4 " " " 2,4,6,8 
"5 " " 44 2,3,4,5,7 
" 6 44 M 2,6 

" 7 " 44 " 2,3,4,5 
" 8 * 2,4 
.. 9 2,3 
44 10 2 
44 11 2,3 
.. 12 2 

" 13 2,3 
" 14 or more " 2 

Fourth Modification.— Place two deals at each 
table ; also, at any table or tables in addition to the two 
already there, place any number of deals which is a multi- 
ple of the number of tables engaged. 

With 3 Tables, either Table may have 2, 5, 8, etc. Deals. 
"4 

5 

44 6 
4 i 
44 8 
44 9 
44 10 
44 11 
" 12 



2, 7, 12 
2, 8, 14 
2, 9, 16 
2, 10, 18 
2, 11 
2, 12 
2, 13 



Duplicate Whist. 



27 



Third Method — The Snow System.— Play one 
set of deals without moving the players; then move the 
East and West players one table and play another set of 
deals, and so on until the East and West players have 
been opposed to all of the North and South. If desired, 
more deals can be played in each round than there are 
tables. This system is not applicable except with a small 
number of tables or a large number of deals. It has an 
advantage in that it can be played in several sessions, 
as an intermission can be taken at the end of the play of 
any set of deals. When applicable, it is preferable to any 
other system. 

With 2 Tables, it is possible to Play 4, 6, 8, 10, 12, 16, etc., Deals. 



3 " " " " 9, 12, 15, 18, 21, 24 " 

4 " M " " 16, 20, 24, 28, 32, 36 " 

5 " 25, 30, 35, 40 

6 " " " u 36,42,48 

7 " " " " 49,56,63 



Fourth Method — The Parallel System.— In all 

forms, arrange the tables in two parallel rows. 

First Form.— Really a modification of the Mitchell 
System. Play through in each row independently, exchange 
the deals across from one row to the other, and play 
through again. Put out a new set of deals, exchange the 
East and West players across from one row to the other 
and play twice through, exchanging deals as before. 
Requires an odd number of tables in each row, and twice 
as many deals as tables. 

Second Form.— Another modification of the Mitchell 
System, requiring an odd number of tables in each row and 
twice as many deals as tables. Exchange deals across, 
thus playing two deals before moving players; then move 
players one way and deals the other in each row. When 
one set of deals has been played, put out a new set, 
exchange players across, and proceed as before. 

Third Form.— A modification of the Clay System. 
Applicable to any even number of tables, but requiring twice 
as many deals as tables. The East and West players 
move up one table after the play of each deal, playing 
through each row twice. Move deals across, then up and 
across, then across, then up and across, etc. After one set 
of deals has been played, exchange players across and play 
another set. 

If the players move down instead of up. this plan 
becomes a form of the Mitchell System (Seventh'Modifi- 
cation), and is not applicable to an even number of tables 
divisible by three without a remainder. 



28 



Duplicate Whist, 



Fourth Form. — A modification of the above, applic- 
able to any even number of tables which is a multiple of 
four, i. e., with an even number of tables in each row. 
Play as above until the East and West have played once 
through one row; then move the players up and across 
and the deals up but not across, and proceed as before. 
This plan requires only as many deals as tables, and 
consequently is especially useful in large even numbers of 
tables, such as 16, 20, 24, 28 and 32. It was developed by 
the author, from his four-table plan, before the Glay 
System was discovered, but is properly to be classified as 
a modified form of the latter system. 

If the number of tables in each row is divisible by 
four, the players may be moved down instead of up. 

Under the last two plans it is better to arrange the 
the deals with the odd-numbered deals in the first row, and 
the even-numbered deals in the second row, u e., 

AT FIRST ROW OF TABLES, AT SECOND ROW OF TABLES, 



The Howell and Safford Systems.— In the pair 
systems previously described, the East and West pairs 
are compared with each other, as are also the North and 
South pairs with each other, but there is no proper compar- 
isons between pairs sitting in opposite directions ; conse- 
quently, the result is often greatly affected by the manner 
in which the pairs are drawn for their positions. To avoid 
this, elaborate schedules have been worked out by E. C. 
Howell, of Boston, and A. G. Safford, of Washington. 
In these systems, each pair is compared with every 
other pair, and, with the exception of a single pair, 
all change positions after every deal, sometimes sitting 
North and South, and at other times East and West. The 
number of deals required is one less than the number of 
pairs engaged. An even number is preferable, but the 
match can be arranged for an odd number, by using the 
schedule for the even number next greater than the 
number actually engaged; in which case, the missing pair 
is considered as seated in the place of the pair which does 
not change positions, and the pair which would play with 
them sits out at each deal. 

These systems require especially arranged score cards, 
and can not be fully described in the space at our disposal. 



Deals, 



Deals, 



1 

3 
5 
7 

etc, 



2 

6 
8 

etc 



Duplicate IV hist. 



29 



They are much more satisfactory for tournaments, but 
should not be attempted without suitable paraphernalia, 
or by persons who have not given the matter careful study. 



Progressive Matches for Fours. 



The Mitchell System.— Seat each team of four at 
a table, move the East and West players one table, and 
proceed as in the Mitchell System for pairs. Add the 
North and South score to the East and West score of each 
team, and compare totals. If it is desired to obtain 
results which will show a comparison between the pairs, 
it is necessary for the pairs of each team to play with each 
other. This is not necessary when only a team result is 
desired. 

The Howell System.— This is a most interesting 
modification of the Mitchell System, and is a good arrange- 
ment for a short tournament between a large number of 
clubs. 

The North and South players sit still, and the East and 
West move, as under the Mitchell System. The deals, 
however, are moved from the center table to the head table, 
and the others in rotation. As the movement must be 
made with care, and is always the same from each table, it 
is well to have the correct movement marked on a card, 
and to have the changes made by the North player at each 
table. In the following diagrams, the players of each team 
bear the same number, the East and West players bearing 
prime marks (i 1 i 1 , 2 1 2 1 , etc.). The deals are marked 



with letters. 

First 

Arrangement 1 i 1 1 r i 1 I | |— I 

before |< |> 2 1 2' 3' 3' 4' 4' 5' \l 

mmencing 1 I | | | | I I I I 



commencing 
play. 



Second 
Arrangemer 



J 5 E] 5 ' "0" 2 '& 3 & 4 H 4 ' 

' I 2 3 4 5 

{12 3 4 5 

#f£l* 5.06- ,f£|.. 9.[T]2. 3.|T|3. 
12 3 4 5 



Third 
Arrangeme 



Fourth 
Arrangement 



I 2 3 4 5 

l 3']T|3' 4'jTjg 5'j~bj 5 ' ''fc] 1 ' 2'pT[2» 



30 



Duplicate IV hist. 



r I 2 3 4 5 

<^ 2'[~b~|2' 3'[~c~|3' ^ITU' 5'["e~|5' I 'Pal I 1 

Arrangement. I I 1 | I I I I | | 

I I 2 3 4 5 

Siartft r I 2 3 4 5 

IrEST ' 2 2, O O 5 5 ' 

scores. i I 2 3 4 5 

As will be seen, the first and last arrangements are not 
for play. They may be omitted, if desired, but starting 
with the first arrangement, will do much to prevent 
mistakes in the position of players, which might not other- 
wise be discerned until too late. The final movement into 
the last position, which is the same as the first, brings the 
four players of each team together again for the compar- 
ison of their scores. 

The tournament is really a combination of short matches 
between every club and every other club. Whatever deals 
are played between the North and South players of any 
particular club, and the East and West players of any 
other club, are in some part of the tournament overplayed 
between the East and West players of the former club and 
the North and South players of the latter. The result of 
the little matches is ascertained at the end, when the fours I 
are brought together. Each club scores i (one) for each 
match won, }i (one-half) for each match tied, and o (zero) 
for each match lost. The sum of these scores gives the 
result of the tournament. 

The above is, in strictness, only applicable to an odd 
number of teams. If the number is even, add a dummy 
table and proceed as if the dummy table represented an 
actual four. In this way on each round, four players (i. e., 
those who would have played with the players from the 
dummy table, had there been any) sit out without playing. 
For example, in the diagram given above, suppose but four 
teams are engaged, five tables and five sets of hands will 
^ill be used, but there will be no players in the places of 
5 5 and 51 5 1 . In the first round (second arrangement), 1 1 
and 4 1 4 1 will not play ; in the second round (third arrange- 
ment), 2 2 and 3 1 3 1 will not play, and so for the succeeding 
rounds. Care must be taken in moving the deals to see that 
the deals at the dummy table are moved as well as the others. 

The Clay System. — Proceed as in the Clay System 
for pairs. The same result is obtained as in the Howell 
System, with less confusion and liability to error in the 
moving of the deals, and without the necessity of using a 



Duplicate JVhist. 



31 



dummy table. It requires, however, the use of twice as 
many deals as tables, and the playing of all but two of 
them by each team. The two pairs of the same team 
need not play when they meet at the same table, but the 
deal must be moved precisely as if they had played it. In 
arranging the deals for fours under this system, the odd 
deals should be put out in regular order first, then the even 
deals. By this means, the deals played between any two 
teams are brought in consecutive order on the score sheet, 
which is desirable for comparison and compilation of the 
scores. 





4 Tables. 


5 Tables. 


6 Tables. 


7 Table 


Table 1 Place Deals 1 and 3 


1 and 3 


1 and 3 


1 and 3 


2 " 


5 " 7 


5 


' 7 


5 


" 7 


5 " 7 


" 3 a 


2 " 4 


9 


1 2 


9 


' 11 


9 " 11 


4 « 


6 " 8 


4 


' 6 


2 


« 4 


13 " 2 


" 5 " 




8 


' 10 


6 


" 8 


4 " 6 


6 " 








10 


ki 12 


8 " 10 


7 " 












12 " 14 



When it is desired to play three deals at a table, the 
deals should first be arranged in three sets, as follows : 

First Set. Second Set. Third Set. 

12 3 
4 5 6 

7 8 ; - 9 

10 11 12 

etc. etc. etc. 

Then place the trays at the tables, first putting out the 
first set in order, then the second set, and finally the 
third set. 



4 


Tables. 


5 Tables. 


6 Tables. 


7 Tai 


!LES. 


At Table 1 Place Deals 


1 and 4 


1 and 4 


1 and 4 


1 and 4 


« 2 " " 


7 " 10 


7 " 10 


7 " 


10 


7 " 


10 


3 " 


2 " 5 


13 " 2 


13 " 


16 


13 " 


16 


" * " "j 


8, n, 3 

6, 9, 12 


5 " 8 


2 " 




19 " 


2 


5 " 




J 11, 14, 3, 6 
\ 9,12,15 


8 " 


11 


5 " 


8 


a g « « 






5 14, 17, 
1 12, 15, 


3, 6, 9 
18 


11 " 


14 


" 7 " 










20, 3, 


6, 9 










Wl 


15, 18, 


21 



In a similar manner a larger number can be arranged. 

The Parallel System.— This can be used for fours, 
but has no advantage over the plans given above. If it is 
employed, the deals should be arranged in a manner 
similar to that used in the Clay System. 

The Snow System.— This can be used whenever 
the number of teams is small, or an opportunity afforded 
for the play of a large number of deals. It is played 
precisely as has been described for pairs. When appli- 
cable, it is the most satisfactory of all systems. 



32 



Duplicate Whist. 



Matches for Teams of more than Four Players. 

Teams of Six — The Harvard Plan.— So called 
because it was devised by a member of the Harvard Whist 
Club. It has been successfully used in matches between 
the Harvard and Yale Whist Clubs. 

In the following diagrams of this system, a a, b b, c c 
represent the players of one team, x x,yjy, ? $ those of the 
other team. On the overplay, the deals are left on the 
tables where they have been originally played, all the 
players changing their seats. 

ORIGINAL PLAY. DUPLICATE PLAY. 

a b t 2 x y 

x[T[x y["2~|y *JT]z b Q] b C [f] C a G0 a 

a b c z x y 

If the match is long enough to allow of three rounds, 
the first arrangement is as above, the second and third 
as follows: 

SECOND ROUNP 

ORIGINAL PLAY. DUPLICATE PLAY. 

a b c x y 2 

yjVjy z |jj[|* x [fJ X b H b °[l] C a CZI a 

a b x y 2 

THIRD ROUND. 

ORIGINAL PLAY. DUPLICATE PLAY. 

a b c y 2 x 

f LEI z x x y 9 y b b c H° a H*}s 

a b c y z x 

This system can be used without trays or other para 
phernalia tc hold the cards, since the players all move, 
leaving the deals on the tables. 

Teams of Eight — The Narragansett System. 

— Devised by the author, and first used in the Narragan- 
sett Whist Club. It is the form of play adopted by the 
New England Whist Association, for use in matches for 
the American Whist Club Trophy. 

Arrange the four tables in a square. Seat the players 
of the challenged team North and South at the North- 
east and Southwest tables, and East and West at the 
Northwest and Southeast tables. The players of the 
challenging team take the other seats. Place Deal No. i 
on the Northwest table, Deal No. 2 on the Northeast, Deal 
No. 3 on the Southeast, and Deal No. 4 on the Southwest. 
Play one deal at each table ; then exchange the deals 



Duplicate Whist. 



33 



East and West, t. change deals from Northeast to 
Northwest, Northwest to Northeast, Southeast to South- 
west, Southwest to Southeast. At the same time, exchange 
the players of the challenged team North and South, u e., 
from Northeast to Southeast, Southeast to Northeast, 
Northwest to Southwest, Southwest to Northwest, in each 
case taking the seats just vacated by their own partners. 
The players of the challenging team do not move. 

After another deal has been played at each table, the 
players of the challenged team change seats again, but 
this time exchanging East and West, while the deals are 
exchanged diagonally, t. e., from Northeast to Southwest, 
from Northwest to Southeast, and vice versa. 

After another deal has been played, players and deals 
are exchanged as at first, the former North and South, 
the latter East and West, and a fourth deal is played. 

9 3 (96 



First 
Arrange- 
ment. 



N-W 
1 



10 
8 



16 



S-W 
4 



1 11 



15 5 



N-E 

2 



12 



4 
14 



S-E 
3 



Second 
Arrange-^ 
merit. 



13 



N-W 
2 



N-E 
1 



16 



8 11 
10 5 
1 14 
15 



S-W 

3 



S-E 
4 



12 



13 



Third 
Arrange- 
ment. 



16 



N-W 
4 



10 
4 



S-W 
1 



5 11 



15 1 



N-E 

3 



8 
14 



S-E 

2. 



13 



12 



Fourth 
Arrange-< 
ment. 



16 



N-W 
3 



10 
5 



S-W 
2 



4 11 



15 8 



N-E 
4 



1 

14 



S-E 
1 



13 



12 



In the above diagrams, the numbers inside the squares 
indicate the number of the deals ; those on the outside, the 
players — i to 8, inclusive, the challenged team; g to 16, 
inclusive, the challenging team. 

It will be seen that the players move around the room, 
those originally at the Northwest and Southeast tables 
moving around to the left, those originally at the North- 
east and Southwest moving around to the right. The 
pairs moving around the circuit to the right also exchange 
their positions to the right — North to East, East to South, 
South to West, and West to North ; while the pairs 
moving around the circuit in an opposite direction also 



34 



Duplicate Whist. 



exchange positions to the left — North to West, West to 
South, South to East, and East to North. 

After four deals have been played as above, the players 
in each team exchange partners and play another round 
of four deals, then change partners again, and so on until 
the seven combinations of partners have been exhausted. 
A complete match, therefore, consists of twenty-eight 
deals, each of which is played by all of the players of 
each team. 

For the purpose of exchanging partners, the players of 
the two teams should be numbered, the challenged team 
from i to 8 inclusive, the challenging team from 9 to 16 
inclusive. Reserving the numbers 1 and 9 for the captains, 
the other players of each team may be arranged in alpha- 
betical order, or otherwise, as preferred, and numbered con- 
secutively. It is well to have each player marked with 
a tag or badge, plainly indicating his respective number, 
as this tends to prevent errors. 

No. 9 retains the same position throughout the entire 
match; all others change with more or less frequency, the 
number of changes having been made as few as is consis- 
tent with the other ends in view. Great care should be 
taken at the commencement of each round to see that the 
players are in their proper positions, and that the deals are 
properly placed. Players should also be cautioned to see 
that the changes have been properly made before the cards 
are taken in hand for play. 

The changes of players are the same in each team, and 
the combinations are made up at the commencement of 
each round, in accordance with the following table : 



ARRANGEMENT OF PLAYERS BY ROUNDS. 



ROUNDS. 


CHALLENGED 


C 


lUB. 


CHALLENGING 


CLUB. 


First 


1 &2, 


3 & 4, 


5 & 


6, 


7 & 8 


9 & 10, 


11 & 12, 


13 & 


14. 


15 & 16 




1 & 3, 


2 & 4. 


5 & 




6 & 8 


9 & 11, 


10 <fc 12, 


13 & 


15, 


14 & 16 


Third 


1 & 4, 


2 & 3, 


5 & 




6 & 7 


9 & 12, 


10 & 11, 


13 & 


16, 


14 & 15 


Fourth 


1 & 5, 


2 &6, 


3 & 




1&8 


9 & 13^ 


10 & 14, 


11 & 


15, 


12 & 16 


Fifth 


1 & 6, 


2 & o, 


3 & 


8,' 


4 & 7 


9 & 14. 


10 & 13, 


11 & 


16. 


12 & 15 


Sixth 


1 & 7, 


2 & 8, 


3 & 


5, 


4 & 6 


9 & 15, 


10 & 16, 


11 & 


13, 


12 & 14 


Seventh 


1 & 8. 


2 & 7. 


3 & 


6, 


4 & 5 


9 & 16. 


10 & 15, 


11 & 


14, 


12 & 1? 



In each round, each player plays each of the four deals, 
plays once against each combination of the adversaries, has 
one lead, and is once in comparison with each of the eight 
players on the other side. 

As there are seven rounds, it is, of course, impossible 
that the "leading through" should be absolutely equalized; 



Duplicate Whist. 



35 



but, in the following table, it is equalized in each pair of 
rounds, so that this result is accomplished as fully as is 
possible under the circumstances. 

This form of match is especially advantageous for use 
in clubs intending to put teams of four into the field, as all 
of the eight players are practiced with each other, thus 
testing the best combinations and making the best provis- 
ions for substitutes on the team of four, in case of the 
unavoidable absence of any of the regular members. 

In the following table, which gives a full schedule of the 
changes, the numbers in the columns under the letters 
"N. E. S. W." indicate the players holding the North, 
East, South and West positions, respectively, at each 
table. The numbers in the columns headed " D " indicate 
the deals which are to be played. It is a good plan to have 
a printed copy of this schedule on each table, so that the 
players can use it, to see if the changes have been correctly 
made : 

Narragansett Schedule 
Duplicate Whist for Teams of Eight Players. 





N 


-W. Tae 


ILE. 


N-E. Table. 


s- 


E. Table. 


S 


-W. Tab 


LE. 




N. 


E. 


s. w. 


D. 


X. E. 


s. 


w. 


D. 


X. E. S. W. 


D. 


X. E. S. W. 


D. 




9 


1 


10 2 


1 


3 12 


4 


11 


2 


14 


6 13 5 


3 


8 


15 7 16 


4 


First 




s 


7 




6 


5 




1 




3 4 


4 


1 




3 


Round. 




5 


6 


4 




8 




3 




2 1 


2 


4 


3 


1 






4 


3 


3 


2 


1 




4 




7 8 


1 


5 


6 


2 




9 


3 


11 1 


5 


4 12 2 10 


6 


15 5 13 7 


7 


6 14 8 16 


8 


Second 




6 


8 


6 


5 


7 




5 




4 2 


8 


3 


1 


7 


Round. 




7 


5 


8 


8 


6 




7 




1 3 


6 


2 


4 


5 






2 


4 


7 




3 




8 




8 6 


5 


7 


5 


6 




9 


1 


12 4 


9 


3 10 2 11 


10 


13 


5 16 8 


11 


7 


14 6 15 


12 


Third 




7 


6 


10 


5 


8 




9 




3 2 


12 


1 


4 


11 


Round. 




8 


§ 


12 


6 


7 




11 




4 1 


10 


2 


3 


9 






2 


3 


11 


4 


I 




12 




6 7 


9 


8 


5 


10 




9 


5 13 1 


13 


2 10 


6 


14 


14 


12 


8 16 4 


15 


3 


11 7 15 


16 


Fourth 




3 


7 


14 


8 


4 




13 




2 6 


16 


5 


1 


15 


Round. 




4 


8 


16 


7 


3 




15 




1 5 


14 


6 


2 


13 






6 


2 


15 


1 


5 




16 




7 3 


13 


4 


8 


14 




9 


1 


14 6 


17 


5 10 


2 


13 


18 


16 


8 11 3 


19 


4 


15 7 12 


20 


Fifth 




4 




18 


8 


3 




17 




5 2 


20 


1 


6 


19 


Round. 




3 


8 


20 




4 




19 




6 1 


18 


2 


5 


17 






2 


5 


19 


6 


1 




20 




7 4 


17 


3 


8 


18 




9 




15 1 


21 


2 10 


S 


16 


22 


13 


3 11 5 


23 


6 


14 4 12 


24 


Sixth 




6 


4 


22 


3 


5 




21 




2 8 


24 


7 


1 


23 


Round. 




5 


3 


24 


4 


6 




23 




1 7 


22 


8 


2 


21 






8 


2 


23 


1 


7 




24 




4 6 


21 


5 


3 






9 


1 


16 8 


25 


7 10 2 


15 


26 


14 


6 11 3 


27 


4 


13 5 12 


28 


Seventh 




4 


5 


26 


6 


3 




25 




7 2 


28 


1 


8 


27 


Round. 




3 


6 


28 


5 


4 




27 




8 1 


26 


2 




25 






2 


7 


27 - 


8 


1 




28 




5 4 


25 


3 


6 


26 



36 Duplicate Whist. 

Teams of More Than Eight Players.— Any pair 
system is available. Half the players of each team, or as 
near thereto as possible, are seated North and South, the 
rest, East and West. The players of the challenging 
team retain their places, while those of the home team 
move, taking seats North and South, or East and West, 
according as they find their adversaries seated at the 
different tables. 

Where an odd number of pairs are engaged on each 
side, the duplicate laws require that each team should add 
to its score the average of all the scores of those seated 
opposite to its odd pair. This, however, can be dispensed 
with by employing the Harvard System, as given above, 
for teams of six, which is equally applicable to matches 
between teams consisting of any number of pairs. 

When each team consists of an even number of pairs, 
the parallel system is in general advisable. It was first 
employed in the match for the Brooklyn Trophy at the 
Sixth Congress, held at Manhattan Beach, in June, 1896, 
between teams of twenty-eight players, representing the 
New England and the New Jersey Whist Associations. 
In the challenge match for the same trophy, played in 
Boston, between teams representing the same associations, 
the deals only were moved, the players of both teams 
retaining their seats and playing against the same adver- 
saries throughout the entire match. 

Matches Between Three Teams. — The first 
match ever played between three teams of more than four 
players each was played for the Brooklyn Trophy at the 
Seventh American Whist Congress, Put-in-Bay, July 5, 
1897, between teams of twenty players each, representing 
the New England, New York State and Atlantic Whist 
Associations. 

The tables were arranged in three rows, each team 
seated in a separate row, and two deals were placed at 
each table. Before the play commenced, the East and 
West players moved to the corresponding tables in the 
next row, from first row to second, from second to third, 
from third to first. Each row then proceeded to play inde- 
pendently, under the Mitchell System. When each row 
had completed its play, the East and West players moved 
across to the next row again, as before, while the deals 
were moved to the corresponding tables in the next row 
in the other direction, from third row to second, from 
second to first, from first to third. Each row proceeded 



Duplicate W 'hist. 



37 



again to play independently, under the Mitchell System. 
As will be seen, on the second round, the North and 
South players of each team play the same deals as were 
played on the first round by their own (East and West) 
partners against the (North and South) partners of their 
adversaries. In this way, three matches proceed together, 
each team playing one-third of the entire number of deals 
as a match with each of the others. This match is, in 
reality, a combination of the Mitchell and Howell Systems, 
each row playing through under the former system, and 
exchanging across under the latter. This system is 
applicable to teams of any size, provided they are multi- 
ples of four ; it can be used, moreover, for any other odd 
number of teams. As the North and South players do 
not move, they meet only the East and West players of 
the other teams, and vice versa. 

If it is desired to have every pair of each team meet 
every pair of each of the other teams, the following plan 
should be followed : 

Team 1 sits N. & S. in Row 1, E. & W. in Row 2 

" 2 " " " 2, " " 3 

" 3 " " " 3, " " 1 

Play through each row independently, under the Mitchell 
or Clay Systems. 

First Change.— Put out new set of deals in Rows 
i and 2 (not in 3), carefully preserving the sets which 
have been played. 

Move E. & W. Plavers in Row 1 to E. & W. in Row 3 
" N. & S. " "2 N.& S. " 3 

" N. & S. " " 3 E. & W. "1 

" E. & W. " "3 N. & S. 44 2 

Play through as before. 
Second Change. 

Put out in Row 2 Deals then in Row 1 
1 " originally " 2 
" new set in " 3 

Move E. & W. Players in Row 1 to E. & W. in Row 3 
" * N.& S. " " 2 " E. & W. " 1 

E. & W. " " 3 " N. & S "2 

Play through as before. 
Third Change. 

Put out in Row 2, Deals originally in Row 1. 

" " " 1, Second set of Deals from Row 2. 

Move players precisely as in first change and play 
through as before. 



3« 



The Laws of Duplicate Whist. 





First Row. 


Second 


Row. 


Third Row. 


ARRANGEMENTS. 


N. E. DEALS. 


N. 


E. 


DEALS. 


>\ 


E. DEALS. 


First 


a y ] 


m 


b 


3 


X 


n 5 


Second - 


a x 2 


n 


b 


4 


m 


y 5 


Third 


a n 3 


y 


b 




m 


x 6 


Fourth 


a m 4 


X 


b 


1 


y 


n 6 



If it is desired to have each team play the entire 
number of deals, so as to compare the teams with each 
other by the total number of tricks won, instead of playing 
a match between each team, the arrangement of players 
and deals should be as follows: 





First 


Row, 


Second 


Row. 


Third Row. 


ARRANGEMENTS. 


N. 


E. 


DEALS. 


». 


E. 


deals. 


N. 


E. DEALS. 




a 


m 


1 


X 


b 




y 


n 3 


Second 


a 


n 


o 


y 


b 


1 


X 


rn 4 


Third 


a 


X 


3 


n 


b 


4 


rn 


y 2 


Fourth 


a 


y 


4 


m 


b 


■ 1 


n 


x 1 



The Laws of Duplicate Whist. 

As adopted by the Seventh American Whist Congress, 
at Put-in- Bay, July 5-10, 1897. 



Duplicate Whist is governed by the laws of Whist, 
except in so far as they are modified by the following 
special laws : 

(a) The Game and the Score.— A game or match 
consists of any agreed number of deals, each of which is 
played once only by each player. 

The contesting teams must be of the same number, but 
may each consist of any agreed number of pairs, one- 
half of which, or as near thereto as possible, sit North and 
South, the other half East and West. 

Every trick taken is scored, and the match is deter- 
mined by a comparison of the aggregate scores won by 
the competing teams. In case the teams consist of an odd 
number of pairs, each team, in making up such aggre- 
gate, adds, as though won by it. the average score of all 
the pairs seated in the positions opposite to its odd pair. 

Each side shall keep its own score, and it is the duty 
of the players at each table to compare the scores there 
made and see that they correspond. 

In a match between two teams, the total number of 
tricks shall be divided by two, and the team whose score 
of tricks taken exceeds such dividend, wins the match 
by the number of tricks in excess thereof. 



The Laws of Duplicate IV hist. 



39 



In a match between more than two teams, each team 
wins or loses, as the case may be, by the number of tricks 
which its aggregate score exceeds or falls short of the 
average score of all the competing teams. 

In taking averages fractions are disregarded, and the 
nearest whole number taken, one-half counting as a whole, 
unless it is necessary to take the fraction into account to 
avoid a tie, in which case the match is scored as won by 
"the fraction of a trick." 

(b) Forming the Table.— Tables may be formed 
by cutting or by agreement. 

In Two-table Duplicate, if the tables are formed by 
cutting, the four having the preference play at one table, 
and the next four at the other. The highest two at one 
table are partners with the lowest two at the other. The 
highest two at each table sit North and South, the 
lowest two East and West. 

(c) Dealing and Misdealing.— The deal is never 
lost. In case of a misdeal, or of the exposure of a card 
during the deal, the cards must be redealt by the same 
player. * 

id) The Trump Card.— The trump card must be 
recorded, before the play begins, on a slip provided for 
that purpose. 

When the deal has been played, the slip on which the 
trump card has been recorded must be placed face 
upward by the dealer, on the top of his cards, but the 
trump card must not be again turned until the hands are 
taken up for the purpose of overplaying them, at which 
time it must be turned and left face upward on the tray, 
until it is the dealer's turn to play to the -first trick. The 
slip on which the trump card is recorded must be turned 
facfe downward as soon as the trump card is taken up by 
the dealer ; if the trump card has been otherwise recorded, 
such record must also be then turned face downward. 

The dealer must leave the trump card face upward on 
the tray until it is his turn to play to the first trick, when 
it should be taken into his hand. 

If it is not taken into the hand until after the second 
trick has been turned and quitted, it is liable to be called. 

After it has been lawfully taken up. it must not be v 
named, and any player thereafter naming it, or looking at 
the trump slip, or other record of the trump, is liable to 
have his highest or lowest trump called by his right-hand 
adversary at any time during the play of that deal, before 



40 



The Laws of Duplicate Whist. 



such adversary has played to any current trick, or before 
the preceding trick is turned and quitted, in case it is the 
offender's turn to lead. The call may be repeated until the 
card is played, but it can not be changed. 

(e) Irregularities in the Hands.— If a player is 
found to have either more or less than his correct number 
of cards, the course to be pursued is determined by the 
time at which the irregularity is discovered. 

L Where the irregularity is discovered before or during the original 
play of a hand, there must be a new deal. 

II. Where the irregularity is discovered when the hand is taken up for 

overplay, and before such overplay has begun, the hand in which 
the irregularity is so discovered must be sent back to the table 
from which it was last received, and the error be there rectified. 

III. Where the irregularity is not discovered until after the overplay has 

begun, in Two-table Duplicate there must be a new deal ; but, in 
a game in which the same hands are played at more than two 
tables, the hands must be rectified as above, and then passed to 
the next table without overplay at the table at which the error 
was discovered, in which case, if a player had a deficiency and 
his adversary the corresponding surplus, each team takes the 
average score for that deal ; if, however, his partner had the 
corresponding surplus, his team is given the lowest score made 
at any table for that deal. In the overplay of a deal, if a trump 
is turned other than that recorded on the trump slip, in a game 
of three or more tables, the player at fault shall be given the low 
score for that deal, and, in Single or Two-table Duplicate, there 
must be a new deal. 

(/) Playing the Cards. —Each player, when it is 
his turn to play, must place his card face upward before 
him, and toward the center of the table, and allow it to 
remain upon the table in this position until all have played 
to the trick, when he must turn it over and place it face 
downward, and nearer to himself, placing each successive 
card, as he turns it, on top of the last card previously 
turned by him. After he has played his card, and also 
after he has turned it, he must quit it by removing his 
hand. 

A trick is turned and quitted when all four players have 
turned and quitted their respective cards. 

The cards must be left in the order in which they were 
played until the scores for the deal are recorded. 

(g) Revoking. — A revoke may be claimed at any 
time before the last trick of the deal in which it occurs has 
been turned and^ quitted and the scores of that deal 
recorded, but not thereafter. 

A player may ask his adversaries if they have any of 
the suit renounced, but the question establishes the 
revoke, if it is his partner who has renounced in error. 



Solo IV hist. 



41 



(-*) Cards Liable to be Called.— The holder of a 
card liable to be called can be required to play it only by 
his right-hand adversary. If such adversary plays without 
calling it, the holder may play as he pleases ; if it is the 
holder's turn to lead, the card must be called before the 
preceding trick is turned and quitted, or the holder may 
lead as he pleases. 

The unseen cards of a hand faced upon the table are 
not liable to be called. 

(0 Enforcing Penalties.— A player having the 
right to call a suit loses such right unless he announces to 
the adversary first winning a trick, before the trick so won 
by such adversary is turned and quitted, what particular 
suit he desires led. 

A player has the right to remind his partner that it is 
his privilege to enforce a penalty, and also to inform him 
of the penalty he can enforce. 

A player has the right to prevent his partner from 
committing any irregularity, except renouncing in error. 



Single Table, or Mnemonic Duplicate. 

The laws of Duplicate Whist govern, where applicable, 
except as follows : 

Each player plays each deal twice, the second time 
playing a hand previously played by an adversary. 
Instead of turning the trump, a single suit may be declared 
trumps for the game. On the overplay, the cards may be 
gathered into tricks, instead of playing them as required 
by law (/). In case of the discovery of an irregularity in 
the hands, there must always be a new deal. 



Solo Whist. 

Played with a full pack of 52 cards, by four players. 
Five may play, in which case each player, in turn, sits out 
one hand, while the other four play. The dealer of the 
previous hand is usually selected as the one not to play. 
Deal three cards to each player for four rounds, then one 
each, turning up the last card as trump, which trump card 
belongs to the dealer. 

There are seven distinct modes of play in Solo Whist, ' 
as follows: 

I. To win eight tricks, with the aid of a partner, (called Proposal). 

II. To win five tricks, playing alone against the other three, (called 

a Solo.). 



42 



Solo Whist. 



III. To play alone against the other three without a trump suit, and not 

take a trick, (called Nullo or Misere). 

IV. To name the trump and take nine tricks, playing alone against the 

other three, (called Abundance). 
V» To play with the trump of the suit turned up and take nine tricks, 

playing alone against the other three, ( called Abundance in Trumps). 
VI- To play against the other three without a trump suit, the lone 

player's hand being exposed on the table, and he not to take a 

trick, (called Open Misere or a Spread). 
VII. To play alone against the other three and take all thirteen tricks. 

The lone player to name the trump and to have the original lead, 

(called Abundance Declaree or a Slam). 

There are no honors. Only tricks taken count. The 
highest trump played on a trick, or, if no trump is played, 
the highest card of the suit led, takes it. 

Method of Play.— After the cards are dealt, the 
player to the dealer's left may bid to play any of the seven 
games enumerated above. Thus, if his hand be strong 
enough to risk taking in eight tricks, with the aid of a 
partner (depending on his partner to take four of them), 
he may make a Proposal, saying : ''I propose." The next 
player to the left, if he desires to become the first player's 
partner, may 44 accept" (called Acceptance), and the two 
are then partners, and stand to win eight tricks between 
them, unless some of the other players bid to play a higher 
game (the seven games ranking as they are enumerated). 
Thus, the third player may bid a Solo, the next, a Misere,. 
etc., the highest bid determining the form of game to be 
played, and superseding all lower bids?* No player can bid 
after he has once passed, except in case one of the players 
has made a Proposal, and the privilege has gone around to 
the dealer without being accepted, when the player to the 
dealer's left (even though he passed before) may accept. 
If a player does not desire to bid or accept, he may pass. 
The privilege of bidding and accepting passes around to 
the left, and continues until all are through. Thus, if a 
player has bid one form of game and has been overbid, he 
may, in turn, overbid the player who overbid him. 

In case no one bids, or a proposal is the only bid, and 
no one accepts, the hands are thrown up, and a new deal 
is had, the deal passing to the left. Provided, however, 
that if no one accepts a Proposal, the proposer may, if -he 
desires, change his bid to a Solo. 

In some localities, if no bid is made, the trump is turned down and the 
game is played without trumps, each for himself, the winner of the last trick 
losing the value of a Solo to each of the other players, (called a Grand). 

There are various methods of computing winnings and 
losses in Solo Whist. That most generally in vogue is by 
the use of counters or chips. 



Solo Whist. 



43 



In Proposition and Acceptance, the partners, if successful, 
, win io chips from their adversaries, which they divide. If 
unsuccessful, they, between them, pay adversaries io chips, 
which the latter divide. 

In Solo, the lone player (if successful) receives from, or, 
jj(if unsuccessful) pays to, each player 15 chips; making 45 
in all that he stands to win or lose. 

I Axi Misere, he stands to win or lose 20 chips from or to 
Beach of the other three, or 60 in all. 

In Abundance, he stands to win or lose 40 chips from or 
to each of the other three, or 120 in all. 

In Open Misere, he stands to win or lose 60 chips from 
or to each of the other three, or 180 in all. 

In Abundance Declaree, he stands to win or lose 80 chips 
from or to each of the other three, or 240 in all. 

In addition to above, there is received or paid for each 
trick taken above or below the number bid for 1 chip. 

Thus, if a player bid a Solo and takes in seven tricks, he receives 
from each of the others 17 chips, having taken in two tricks more than the 
five he bid to take. 

Sometimes red and white chips are used, the former 
being valued at five or ten times the latter. All stakes for 
games are then paid in red chips, and over and under tricks 
are paid for in white chips. 

Thus, in the instance just given, the winner of the seven tricks in 
Solo would (if red chips were valued at five times that of the white ones) 
receive three red chips for the Solo, and two white ones for the over tricks, 
from each of the other three players. 

In Proposition and Acceptance, if the partners take in all 
thirteen tricks, they receive double for the over tricks. 

The Proposer and Accepter play as partners, and do not 
change their seats, no matter where they sit at the table, 
it not being necessary that they sit opposite each other. 

In Misere, Open Misere, or Declared Abundance, over 
or under tricks are not paid for. If the lone player in 
! Misere or Open Misere takes a trick, or in Declared 
Abundance loses one, the hands are thrown up. 

In Open Misere (Spread), the lone player's hand is not 
exposed until all have played to the first trick. 

The fact that in Abundance Declaree the successful 
bidder has the lead does not change the deal for the next 
hand. 

In general, the rules for Whist apply as to misdeals, 
playing, etc., but a misdeal does not lose the deal. 

In case of a revoke, the side revoking can not win that 
: hand, but must pay the same as if the game had been lost ; 
i they must play out the hand, however, then transfer three 



44 



Mort. 



tricks to their adversaries. After the hand is played out, 
and the three tricks transferred, the over and under tricks 
are computed and paid for. 

Solo Whist for Three Players. — Discard the 
Two, Three and Four spots of each suit, playing with 40 
cards. The 40th card is turned up for trump, and belongs 
to no one, simply indicating the trump suit. 

There is no Proposal nor Acceptance, Solo being the 
lowest bid. 

In some localities, to avoid the hands being thrown up 
when all have passed, each player is given an opportunity 
to bid to play what is called a Six-trick Solo. If a player, on 
the second call for bids, offers to play a six-trick Solo, he 
stands to win six tricks, playing alone against the other 
three, he naming any suit as trump which he may desire. 

The stake is the same as for a regular Solo — tricks 
below or above six being counted as under and over tricks. 

Sometimes Three-Handed Solo is played by discarding one entire 
suit, playing with three suits only. 



Mort. 

(DEAD WHIST— FRENCH DUMMY.) 

Mort is a game of two players against one (the Live 
player), who plays two hands — his own, concealed, and a 
dead or dummy hand (Mort), exposed, opposite him. 
Four can play, but in this case the fourth (the live player's 
opposite) must remain out of the game while the Live 
player plays his exposed hand. 

Cut for deal, low dealing and taking Mort as a partner. 
Deal as in Whist, except that the dealer deals first to him- 
self or to Mort, at his discretion, thence around to the left. 
Use a full 52-card pack. The dead or dummy hand is 
turned face up on the table as soon as the deal is completed. 
The Live player deals at the beginning of each new player 
— the Mort passing around toward the left with each new 
game. A misdeal does not lose the deal. The cards must 
be dealt over by the same dealer. 

The play proceeds exactly as in Whist— the Live 
player playing from both the dummy hand and his own 
in turn. 

The rules for revoke are the same as in Dummy Whist. 
The penalty for revoke is the adding of three points to 
opponents' score, or the taking of three points from the 
score of the revoking side, or the transfer of three tricks 
from them to opponents, at the latter's option ; provided, 



Mort. 



45 



however, that it is not permissible to take all the tricks 
belonging to the revoking side. At least one trick must 
be left them. Neither is it permissible to divide the 
penaity. One or the other of the three above plans must 
be adopted by opponents, and not a combination of two or 
more of them. 

Honors. — There are no Honors in Mort. 

Slams. — The side taking in all thirteen tricks scores 
a Slam. These tricks must be actually taken in in play, 
tricks confiscated for revoke not counting. A side revoking 
can not score a Slam that hand. (For value of a Slam see 
Scoring.) 

Scoring.— As in Whist, the first six tricks form a 
book and score nothing. Each trick over six taken in 
counts one point. As the Live player plays against two 
opponents, whatever score he makes is doubled. A game 
consists of five points, but neither side can win out in the 
middle of a hand. The hand must be played out, and all 
points made counted. Thus, the Live player may need 
only two points to go out, and takes in the first seven 
tricks — the odd trick (doubled) scoring him two points, 
or enough to score out. He can not stop playing, but 
concludes the hand, winning the eighth trick, while the 
opponents take the remaining five tricks. The Live 
player counts all the points he made and wins a game of 
seven points. 

To the score of the winners of a game is added the 
following : Three points (a triple) if opponents have not 
scored; two points (a double) if opponents score one or 
two ; one point (a single) if opponents score three or four. 
In addition to above, four points (bonus, or consolation 
points) are added ta winner's score in every instance. In 
the case of the Live player, all of above to which he is 
entitled are added before his score is doubled. 

A Slam scores the side making it twenty points, but 
these twenty points are not scored until the end of that 
game after all other points have been scored. A memo- 
randum of the Slam is made at the time it is played, and 
after the game is completed and all other points scored ; 
the twenty points for Slam are added to the side which is 
entitled to them. A Slam does not win the game at the 
time it is made. Thus, if the score be 4 to 4, and one side 
makes a Slam, they can not score out on it (though they 
have seven tricks over the book), but another hand must 
be played to decide who wins the game. 



Cayenne Whist. 



Example in Scoring.— The Live player and his partner (in a four- I 

handed game) win a game with a score of 7 to 2, their opponents having ] 

also made a Slam. The former scores 7 (points won), plus 2 (for double, 1 

opponents only having scored 2), plus 4 (bonus or consolation ), equal 13. J 

This, being the Live player's score, is doubled, giving him 26 points. I 

Opponents score 2 points won, plus 20 for Slam, equal 22. The Live player I 
thus wins 4, which must be paid him by the two opponents. 

The Silent player, in a four-handed game, may or may I 
not share in the fortunes of the Live player— dividing 

winnings and losses with him. In France, the Live player J 
stands to win or lose himself, the Silent player taking no 
part whatever in the game. 



Cayenne Whist. 

(CAYENNE— MANTEUFFEL.) 

For Four Players.— Use two full packs of 52 cards. 
Deal 13 cards — 4, 4 and 5, or 6 and 7 — to each player, from 
one of the packs. The dealer's partner then shuffles the 
extra pack, and the player at dealer's left cuts it, turning 
up the card cut — called the Cayenne card. This card is not 
turned for trump card, but merely to decide which suit is 
most valuable in naming the trump, as hereafter explained. 

The dealer may now declare any suit trump that he 
desires ; or to play the Grand Game (without any trump), 
or to play Nullo (explained hereafter). If he does not 
desire to do any of these, he may pass the option to his 
partner, who must decide. 

As in Whist, the first six tricks (a book) taken in do 
. not count. In case the trump is named of the same suit as 
the Cayenne card, each trick over six taken in counts four 
points, and the value of Honors is multiplied by four. (See 
Honors). 

In case the trump is of the next suit (same color) as the 
Cayenne card, each trick over six counts three points, and 
Honors are multiplied by three. 

In case the Cayenne card is red, and Clubs be named as 
trumps, or in case it be black, and Hearts be named as 
trumps, each trick over six counts two points, and Honors 
are multiplied by two. 

If the Cayenne card be red, and Spades be named as 
trumps, or if it be black, and ^Diamonds be named as trumps, 
each trick over six counts one point, and Honors are worth 
their original value. 

Grand Game.— In case the dealer (or if he pass, his 
partner) has a strong enough hand, he may elect to play 
without any trump, or the Grand Game — this game being 



Cayenne W 'hist. 



47 



strict Whist without a trump. Each trick taken in over six 

counts eight points. There are no Honors. 

Nullo. — If the dealer (or his partner) elect to play 
: Nullo, the Cayenne card is turned down and the play 

proceeds without a trump ; the object being, however, to 

take as few tricks as possible, and to make opponents take 
-las many as possible. In Nullo, each trick over six taken 
■ in by one side counts the opposing side eight points. 

There are no Honors. 

^In Nullo, the Ace of each suit ranks lower than the 
Deuce, being the lowest card of the suit, unless the player 
holding it desires it to rank above the King. If he thus 
desires, he must so announce as he plays it, and before the 
next player has played to the trick. 

i Honors. — The Ace, King, Queen, Jack and 10 of 
trumps are Honors. Two partners holding three Honors 
in their combined hands score two points ; four Honors, 
tfour points ; five Honors, six points. 

The Play. — When the trump is decided, the player at 
the dealer's left leads, and the play proceeds as in Whist, 
Cayenne being subject to the same rules and laws as Whist, 
except that a misdeal does not lose a deal. The same 
dealer must deal over, and with the same pack of cards. 
The penalty for revoke is the scoring of the value of three 
tricks (according to what suit is trump) by the adversaries. 
The revoking side can not score a game that hand, but they 
can play the hand out and score all they win up to nine, 
i Scoring. — After the hand is played out, the points 
are counted and scored as follows : ist — Revoke penalties ; 
2d — Points for tricks taken in ; 3d — Honors. 

Each game consists of ten points, and the Rubber is 
scored for the side who first makes four games. 

In scoring, however, a game won is not scored as one 
game, but is scored as one (single), two (double), three 
(triple), or four (quadruple) scoring points (described here- 
after); that is, each game won is scored according to its 
value, as one, two, three or four scoring points. 

One of the principal peculiarities of Cayenne is that 
more than one game can be counted in a single hand, and 
that all odd points left over are counted toward the next 
game. If one side scores, however, and the other side has 
any odd points left over from the previous hand, these odd 
points are wiped out, or canceled. 

The winners of the Rubber score eight scoring points for 
"the Rubber" in addition to all other points scored for the 
games won. 



4« 



Cayenne W lust. 



Values of Games Won.— As stated above, when a 
game of ten points is won, it is not scored as one game, but 
is scored as one, two, three or four scoring points, accord- 
ing to the following rules : 

If a side win a game (10 points) before adversaries 
make a single point, the game is scored as a quadruple, or 
four scoring points. 

If a side win a game (10 points) before adversaries 
make four points, the game is scored as a triple, or three 
scoring points. 

If a side win a game (10 points) when adversaries have 
made four or more points, but less than seven, it is scored 
as a double, or two scoring points. 

If a side win a game (10 points) when adversaries are 
at seven, eight or nine points, it is scored as a single, or 
one scoring point. 

Note the difference between " points " and "scoring 
points." The points are those made in course of play by 
winning tricks, Honors, etc., each ten points constituting a 
game. The scoring points indicate the value of the games 
won. Thus, A-C may win a game of ten points in the 
first hand, adversaries not scoring. The game won consti- 
tutes the first of the four games necessary for the Rubber, 
but is scored as "4" — being a quadruple (since adversaries 
did not score), and, therefore, valued at four scoring points. 

The following example will more clearly illustrate all - 1 
the above rules : 

First Hand.— A-C announce the Cayenne suit as trumps, and win 2 tricks 
(over the book of 6) and 2 for Honors (they holding three Honors). 
Being played with the Cayenne suit as trumps, these points are 
multiplied by 4, thus scoring-: 2 + 2 = 4 points X4 = 16 points. 
A-C thus score 1 game and 6 odd points toward the next game. 
As adversaries did not score, the game won is scored as 4, or a 
quadruple, thus : 

A-C— 4, with 6 odd points to their credit. 
B-D — 0. 

Second Hand.— B-D play with Clubs as trump (Spades being 
Cayenne), and win 4 tricks (over the book of 6) and 4 for Honors, 
A-C not scoring. Being played in the same color suit as 
Cayenne, B-D score 4 + 4 X 3 = 24 points, or 2 games and 4 odd 
points toward the third game. The fact that B-D scored wipes 
out or cancels the 6 odd points which were to the credit of A-C 
On account of these 6 points being to A-C's credit when B-D 
scored their first game, it can not be counted as a quadruple, but : 
only as a double. The second game, however, scores B-D a J 
quadruple. The score, therefore, now stands : 
A-C— 4—0. 

B-D— 2 — 4, with 4 odd points to their credit. 
B-D have now won 2 games, and must win two more games, or 20 
points (less their 4 odd points) to win the Rubber, while A-C have i 
won 1 game and need 3 more games, or 30 points, to win the Rubber. 



Dummy Whist. 49 

Third Hand — A-C play the Grand Game, but fail to score, B-D taking 
2 tricks (over the book of 6). B-D thus count 2X8=16, or 1 game 
and 6 points, which, added to the 1 odd points already to their 
credit, equal 20 points or 2 games. As they have already won 2 
games in the previous hand, these two games give them the 
Rubber, (for which they score 8 additional scoring points). Each 
of the two games won in the last hand are quadruples, and the 
score now stands : 

A-C — i 0. 

B-D - 2— 1 - 4 — 4 - 8 for Rubber = 22. 
The score of the losers, A-C, is now subtracted from that of the 
winners, showing that B-D won the Rubber by 18 points. 

Although a side, by scoring, wipes out or cancels all 
I odd points of adversaries, these odd points must first be 
considered as to their effect on the score. 

Thus, if A-C have 1 odd point and B-D score a game, A-C not 
scoring, B-D can not score a quadruple on account of the odd 
point. They, therefore, score a triple, and at the same time the 
odd point is canceled. So, if B-D had scored 2 games, the odd 
point would have prevented the first of them from being a quad- 
ruple, but not the second. B-D would thus score a triple and a 
quadruple. 

Neither side can score a game on Honors alone. They 
can count for Honors up to nine points, provided opponents 
do not score ten or more by tricks. If, however, they 
nj win one or more tricks, they can score all points made for 
Honors. 

Thus, on the first hand, if A-C have 5 by Honors, and B-D 12 by 
tricks, the latter score a quadruple, A-C not being entitled to score 
their honors. If, however, B-D had scored less than 10 on tricks, 
say 8, A-C could score their 5 for Honors, the score then standing 
5 odd points to 8 odd points, and the next hand would decide 
whose odd points should be canceled and whose counted. 

A side winning all thirteen tricks (Grand Slam) scores 
i six scoring points, in addition to their regular score. 

A side winning all the tricks but one (twelve tricks, 
or Little Slam), scores four scoring points in addition to 
their regular score. 

In Nullo, Grand Slam is scored by not taking in a trick, 
and Little Slam by taking in only one trick. 



Dummy Whist, 

For Three Players, the fourth hand (Dummy) 
being exposed, face up, on the table. Use a full pack of 52 
cards. Cut for deal, the lowest dealing and taking 
" Dummy" as partner for that Rubber. The Dummy is 
dealt opposite him, just as if a partner were playing with 
\ him. In dealing, however, the player must deal as if it 
•j were the Dummy's deal, that is, deal the first card to the 
player at the left of the Dummy, the next to himself, the 



5 o 



Bridge IV hist. 



third to the player at the right of Dummy, and then to the 
Dummy. In fact, it is considered that the Dummy is 
dealing — the player to right of Dummy leading. 

At the end of each Rubber, Dummy changes partners — 
thus being the partner of each of the players in turn, 
Dummy deals the first hand of each Rubber, the partner 
dealing the cards for Dummy, as above. 

In general, the laws and rules of Whist apply, except 
that Dummy is not liable for a revoke, as its cards are 
exposed to adversaries. 

Dummy's partner is not liable for an exposed card, or 
for any remark, such as that the trick or game is his, since 
Dummy being blind and deaf, there is no advantage to be 
gained by its partner. Should Dummy revoke, it can not 
be remedied after the trick is quitted, but the game must 
continue as if no revoke had occurred. If, however, 
Dummy's partner lead from the wrong hand, the card led 
may be called. 

Seven points are game, but the players may, at their 
discretion, change this to five or ten points. 



Double Dummy. 

For Two Players.— Each playing with a Dummy, 
or exposed hand, for a partner. The laws and rules are 
the same as for Dummy Whist, except there is no misdeal. 
The dealer is at a disadvantage. The deal passes to the 
left, the players dealing for themselves and their Dummy 
partner in turn. There is no penalty for revoke, exposed 
cards, etc. 



Bridge Whist. 

This variety of V^hist is fast coming into popular vogue. 
A full pack of 52 cards is used. The laws of Whist apply 
as to formation of tables, shuffling, cutting and dealing. 
In case of a misdeal, however, the same hand deals again. 
No trump card is turned. 

After the cards have been taken up, the dealer has the 
option of declaring what suit shall be trump, or whether 
the hands shall be played sans atout or grand (without 
trumps). Or the dealer may pass this option on to his 
partner, who must then name a trump or declare to play 
sans atout. If the partner names a trump suit or Grand 
before the option has been properly passed to him by the 
dealer, a new deal must be had. 



Bridge Whist. 



5* 



A declaration can not be changed after it is once made. 
If Spades are named as trump, each trick over six taken in 
counts two points; if Clubs, four points; if Diamonds, 
six points; if Hearts, eight points. If the hand is played 
sans atout, each trick over six taken in counts twelve 
points. In case both the dealer and his partner refuse to 
name a trump, the hand must be played sans atout. 

After the dealer or his partner has declared regarding 
the trump, the adversary at the dealer's left has the privi- 
lege of doubling, or may pass the option to his partner. If 
they so double, each trick over six is counted at double its 
original value, thus: In Spades, four; Clubs, eight, etc. 
If the adversaries double, the player who originally 
I declared the trump may re-double, or may pass the option 
! to his partner. Each trick over six is then counted at four 
times its original value, thus : Spades, eight ; Clubs, 
sixteen, etc. 

If this is done, the adversary who doubled first may 
again re-double, or pass the option to his partner, and this 
redoubling is continued until one or the other sides declares 
to play, the value of each trick being multiplied by two at 
each re-double. 

In case the hand is played sans atout, through failure of the 
dealer or his partner to name a trump, there is no doubling 
1 allowed, but the simple Grand game must be played. 

Honors, Chicane and Slam.— In addition to the 
points scored for tricks, as above, the following count 
when held in the hands : 

Honors.— If a player and his partner conjointly hold : 

I. The five Honors* of the trump suit, they score for Honors five times 

the value of a trump trick (exclusive of any doubling). 

II. Any four Honors of the trump suit, they score four times the value of 

a trump trick; or any three Honors, two times the value of a 
trump trick (exclusive of any doubling). 

III. Five Honors, four being- held in one hand and the fifth in partner's 

hand, score four and one-half times the value of a trump trick 
(exclusive of any doubling). 



IV.- Four or five Honors, held in one hand, count double the above. 

If the Grand is played (no trump), Honors are counted 
thus : 

I. Four Aces in the hand of a player and his partner (conjointly) score 

forty points. 
% Any three Aces held as above, thirty points. 

If a player in his own hand (in Grand) holds the tour 
Aces, it scores his side one hundred points. 
See Table of Payments, Page 53. 

*The Honors consist of Ace, King, Queen, Jack and Ten of the trump 
suit. When there is no trump, they consist of the four Aces. 



52 



Bridge Whist. 



Chicane. — If a player holds no trumps, his side scores 
for Chicane twice the value of a trump trick (exclusive of 
any doubling). Chicane must be claimed only after the 
hand is" played out. If declared before all the cards are 
played, it can not be scored. 

Slam. — If either side take in (exclusive of a penalty 
for revoke) all thirteen tricks, it is called Grand Slam, and 
scores them forty points ; if they take in twelve tricks, it 
is called Little Slam, and scores them twenty points. 

All points made for Honors, Chicane or Slam are not 
scored until the end of the Rubber. (See "The Rubber.'') 

The Play. — When all are through doubling or 
re-doubling, the player on the dealer's left leads a card; 
the dealer's partner then lays his cards face up on the 
table, and withdraws from the game. The dealer now 
plays both his partner's (exposed) hand and his own : 
playing from each in turn, but he does not expose his own 
hand. The play and lead is exactly as in Whist. After 
the dealer's partner has laid down his cards, he can take 
no further part in the play, except to play such cards from 
his exposed hand as the dealer shall designate. He can 
not make any suggestion, or hint what card he shall play, 
under penalty of such card being called; neither can he 
leave his seat to examine the hand of partner or adver- 
saries. 

The exposed hand (Dummy) is not liable to a penalty 
for revoke, as it is in plain view of adversaries while being 
played ; a trick in which such revoke occurs stands good, 
unless discovered before it is turned down. 

Penalties for exposed cards, misplays, etc., and cards 
liable to be called, are the same as in Whist. 

The Rubber.— The Rubber is the best of three 
games. If the same players win the first two, the third 
is not played. 

Scoring. — Each game consists of thirty points, scored 
from points made by taking in tricks only. Points made 
for Honors, Chicane and Slams do not count for game. 

In keeping the count, the score for Honors and that for 
tricks should be kept entirely separate. 

An account of Honors, Chicane and Slam points is kept 
until the end of the Rubber. The winners of the Rubber 
score one hundred points. Each side then counts up all 
points made for Tricks, Honors, Chicane, Slams and for 
winning the Rubber, and the side having the most points 
wins. It is thus possible that the winners of the Rubber 



Humbug W 'hist. 



53 



may be the losers by points. In case either side scores 
the thirty points necessary to win a game during the 
playing of a hand, such hand must be played out, and all 
points made be scored. 

The Revoke.— The penalty for a revoke is the 
transfer of three tricks to the opposing side. Tricks taken 
for a revoke do not count for Slams. At least one trick 
must be left to the revoking side. The latter can not win 
the game that hand, no matter what they make ; they may 
play the hand out, however, and score ail they make up to 
twenty-eight, or within two points of going out. 



TABLE OF POINTS. 



WHEN TRUMPS ARE 


♦ 


* 


♦ 


¥ 




2 


.4 


6 


8 






4 


8 


12 


16 






8 


16 


24 


32 


- 




10 


20 


30 


40 


1 

o 




16 


32 


48 


64 


a 


Five Honors (1 in partner's hand) count 


18 


36 


54 


72 




Five Honors in 1 hand count 


20 


40 


60 


80 


Chicane counts 


4 


8 


12 


16 



WHEN THERE ARE NO TRUMPS 



Each trick above 6 counts 


12 




30 




40 


33 [ Four Aces in 1 hand count 


100 


Grand Slam counts 


40 
20 


Little Slam counts 





Humbug Whist. 

For Two Players. — Four hands are dealt, the same 
as in Whist, and the last card is turned up for trump. 
Each player examines the thirteen cards dealt him, and if 
he is satisfied to play with them, so announces. If he 
desires, however, he may, instead of playing with the 
original hand dealt him, exchange it for the hand on the 
table at his right, discarding his original hand altogether. 
If the dealer discards his original hand, he loses the turned- 
up trump card, but the trump suit remains the same. If 
the player announces that he will play with his original 
hand, he must not examine~the other hand dealt him. 



54 



Thirteen and the Odd. 



< Each of the two players deals for himself in turn, there 
being no deal for the blind hands. The non-dealer leads, 
and the cards are played as in Whist. Each trick taken in 
over six scores one point, five points being game. If each 
player holds two Honors neither can score, but if one holds 
none or one Honor, and the other two, three or four, the 
latter is entitled to score one point for each Honor. Three 
tricks is the penalty for revoke. 



Three=handed Whist. 

Discard the two, three and four spot of each suit and 
the Five of Spades. Deal thirteen cards to each player, 
and play as in Whist. The rules and laws of Whist apply. 
Four tricks are a book, each trick in excess of four, there- 
fore, scoring one point. Ten points are game. 



Thirteen and the Odd. 

(TWO-HANDED WHIST.) 

Use a full pack of 52 cards, ranking as in Whist. Two 
can play. Cut for deal, Ace being low. Deal thirteen 
cards to each and turn up the next card for trump. The 
dealer's opponent leads and tricks are taken exactly as in 
Whist, the same rules and laws applying. The player 
first taking seven tricks wins the game. A revoke forfeits 
the game if the trick is quitted before it is discovered. 



No. 33. 



Trophy Whist 

Playing Cards. 

Designed for regular and duplicate Whist, and other 
games where many cards are held at one time — 
new style faces — extra large indexes — no mistake 
in reading cards — French size — linen stock — double 
enameled. This new card has proved a phenomenal 
success. The first edition was sold from advance 
proofs ; the second edition was sold before the first 
was exhausted ; the third and fourth editions were 
both sold before work was begun on them. The 
first season closed with the unprecedented record of 
five editions sold. For sale by all dealers. 

The United States Playing Card Co. 

CINCINNATI, U. S. A. 
Sample pack sent for 50 cents. 



Kind Words about "Trophy Whist." 

The friends which the new Trophy Whist Card has 
made among Whist players is evidenced by the many 
congratulatory letters we have received on the appearance 
and value of this handsome brand. The following are 
but a few of the many on file in our office from officers 
of Whist Clubs: 

"I desire to acknowledge the receipt of the new Trophy Whist Playing 
Cards, which are certainly beautiful in appearance, handy in size, and 
made of excellent material -in fact, they are in every way equal to any 
cards with which I have ever played." 



"Received my new Trophy Whist Cards a few days ago, and have 
used them in play with friends on several occasions since. In my opinion, 
it is, without exception, the best Whist card I have ever seen. All who 
have played with them echo these sentiments. The next order of cards 
for our club will certainly be tha Trophy Whist." 



"I am in receipt of my Trophy Whist cards, which in size and ease of 
reading are the best I have ever seen or played with. It is a card which 
should please all Whist players." 

"I am very much pleased with both the style and quality of the Trophy 
Whist card — the large index marks, together with the shape of the card, 
make them particularly desirable for a game of Whist." 



"I have given your Trophy Whist cards a thorough and fair trial, and 
am much pleased with them." 

"Our members are very much pleased with the Trophy Whist Playing 
Cards. They are pleasing to the eye, very convenient to handle, and have 
qualities presented by no other cards we have ever seen. We thank you 
for calling our attention to them." 



"Have tried the new Trophy Whist cards, and there is but one opinion 
in our club, and that is 'they are a great improvement.' The large figures 
in the corners of the cards are a great help, especially in evening play." 



"I desire to thank you for the new Trophy Whist card. Our men 
have fallen in love with them and desire them introduced here. ' I find 
them more convenient in playing than the old style, and much more 
attractive in appearance. 

"Your new Trophy Whist Playing Cards have received very favorable 
criticism in our club from all who have used them in playing Whist. I 
think them very superior in both form and design of face to any other 
card I have ever used, and very much more convenient to hold in the 
hand, and to easily note the rank of each card." 




And many other stage favorites, 



shown in 

The Stage 

Playing Cards. 

Entirely new style faces, with large indexes. 
Court cards — showing portraits of world- 
renowned stage celebrities. 
Backs in beautiful combinations of gold 
and colors. 

Linen stock, double enameled and highly 
finished. 

Put up in embossed telescope cases. 
Sample pack sent for 75 cents. 



The United States Playing Card Company, 

CINCINNATI, U. S. A. 



Novelties in Playing Cards. 




(Mo. 41. 



Vanity Fair Playing Cards. 

A novelty— sports and pastimes, etc., illustrated; 53 different 
subjects - every face card a picture in itself— faces printed in many 
colors. Backs — Clowns' Heads— Hobgoblins— in two colors. 
Linen stock, double enameled and highly finished, 
For sale by all dealers. 




No. 61. 

Hustling=Joe Playing Cards. 

A veritable burlesque show. Every face card illustrated with 
pictures of different trades and occupations, or attractive and 
interesting character sketches. Unique back designs— Gnomes 
and Frogs. Linen stock, enameled and highly finished. 
For sale by all dealers. 

The United States Playing Card Company, 

CINCINNATI, U. S. A. 

Sample pack of either of above novelties sent for 50 cents. 



The Latest Fortune=Telling Cards. 




No. es. 



Ye Witches Fortune=telling Cards. 

A new and handsome fortune-telling pack ; the significance of the 
various face cards brought out by appropriate illustrations. 
Witch and Cauldron backs in two colors; enameled and highly 
finished ; instructions for fortune-telling in each pack. 
Each pack complete for playing all card games as well. 
Sample pack sent for 50 cents. 



Ill 
* I 

HI 



Y 9 



8 



A pleasant arbitration. An 



ill 
ill 



-ni amooaq no.( tjoiqM ui ▼ 
'spaeiojinOA auomv [eaxer*' — 



(tab y g 



(Mo. @8. 

The Nile Fortune Cards. 

An entirely new pack of fortune-telling cards ; tinted panel faces, 
with the signification of each card printed on its face ; can be used 
by every one; Sphinx backs printed in two colors: linen stock, 
double enameled; instructions for fortune-telling in each pack. 
Each pack complete for playing all card games. 

Sample pack sent for 50 cents. 

The United States Playing Card Co. 

CINCINNATI, U. S. A. 



"Bicycle" Playing Cards 




"Bicycle" Pla y in « c ^ ds 

J are used all over 

the world. They sell readily — 
sell themselves —because they 
have been so universally tested. 
Their peculiar slip, finish, dealing 
and wearing qualities are not 
found in other makes at the same 
price. Don't accept substitutes 
or imitations. 
For sale every-where. 



Why do 



Millions of players buy more 
millions of packs of "Bicycles" 
every year, not only in the United 
States, but all over the world ? 
"Bicycles" give universal 
satisfaction, because of their 
unequaled slip, finish, dealing 
and wearing qualities. 





64 BiCVCl6 M Pla ^ in S Cards 
J are exported to 

all the principal foreign countries 
in the world, and the demand 
for them abroad is constantly 
increasing — proof — positive 
proof — that "Bicycles" are 
the leading cards of 
the world. 



The United States Playing Card Company, 

CINCINNATI, U S. A. 

"Card Games and How to Play Them," illustrated (price, -25 cents), 
sent for six flap ends of "Bicycle" boxes, or 10 cents in 
stamps. Newly revised and enlarged. 



u. s. 

Duplicate Whist Sets. 




TAKING CARDS FROM THE HOLDER. 




PUTTING CARDS IN THE HOLDER. 



See next page. 



u. s. 

Duplicate Whist 
Sets. 

Most attractive, compact and 
convenient Whist holder ever 
introduced. 

Holds the cards securely without 
marring or scratching them. 
Simple and durable. 
Can not get out of order. 



Price: 8-holder set, $3.00; 12-holder 
set, $4.00; 16-holder set, $5.00; 
20-holder set, £6.00; 24-holder set, 
$7.00. 

Sold by dealers, or sample sent 
on receipt of price. 



The United States Playing Card Co. 

CINCINNATI, U. S. A. 





V. ) 

rsio, 202. 

Sportsman's — Series A. 

Standard size; double enameled, linen stock; clear- 
cut club faces with large indexes. Serpent, Inlaid 
and Net backs, printed on enameled tints, 
in beautiful color combinations. 
Sold by dealers. Sample pack sent for 50 cts. 




No. 4©. 

New Era Playing Cards. 

Very handsome and attractive; an entirely new 
series of artistic and graceful picture Court faces ; 
large indexes; two-color steel-plate backs in various 
beautiful combinations ; enameled and highly 
finished. Designed especially for Whist Clubs, 
card parties and society play. 
Sold by dealers. Sample pack sent for 50 cts. 




No. 175. Whist. 

French size, 234x3^; double enameled, linen stock; 
five-color faces; special Whist backs, printed on 
enameled tints in beautiful color combinations. 
Sold by dealers. Sample pack sent for 50 cts. 




No. 93. Ivory. 

Extra Whist size, 2^x3% larger and narrower 
than the standard size card; double enameled, linen 
stock; Whist backs, in red, blue, green and brown. 
Sold by dealers. Sample pack sent for 50 cts. 



Whist Playing Cards. 



Columbia, French size, 2^x3^; enameled, alumi- 
num surface; for Whist; backs in all colors. 
Sample pack mailed for 25 cents. 

Tennis, French size, 2^x3^; double enameled, linen 
stock; a great variety of Whist backs. 
Sample pack mailed for 40 cents. 

Ivory, extra Whist size, 234 x 3%; double enameled, 
linen stock ; Whist and Club backs. 

Sample pack mailed for 50 cents. 

Whist, French size, 2M x 3^; double enameled, linen 
stock ; five-color faces ; special Whist backs. 
Sample pack mailed for 50 cents. 

Trophy Whist, French size, i\i x 3^; double 
enameled, linen stock. This is a new brand, 
designed and made especially for regular and 
duplicate Whist ; new character faces, with extra 
large indexes ; backs and faces registered. 
A new line of steel-plate backs, printed in 
beautiful combinations of colors. 

Sample pack mailed for 50 cents. 



FOR SALE BY ALL DEALERS. 



The United States Playing Card Co. 

CINCINNATI, U. S. A. 



